| 1 |
switch (scene) |
| 2 |
{ |
| 3 |
case 0: |
| 4 |
if (obj_pl.x < 620) |
| 5 |
{ |
| 6 |
scr_cutscene_start(); |
| 7 |
global.sworks_flag[8] = 1; |
| 8 |
cutscene_advance(); |
| 9 |
} |
| 10 |
break; |
| 11 |
case 1: |
| 12 |
cutscene_follower_into_actor(); |
| 13 |
global.party_member = -4; |
| 14 |
break; |
| 15 |
case 2: |
| 16 |
cutscene_npc_direction(1161, "left"); |
| 17 |
break; |
| 18 |
case 3: |
| 19 |
cutscene_dialogue(); |
| 20 |
with (msg) |
| 21 |
{ |
| 22 |
talker[0] = 1161; |
| 23 |
message[0] = "* What luck."; |
| 24 |
message[1] = "* Turn the power on and# the whole facility goes# insane!"; |
| 25 |
message[2] = "* Since you're now the# leader and all... "; |
| 26 |
message[3] = "* How'bout you run ahead# and turn this steam off?"; |
| 27 |
message[4] = "* I think I see a switch# over there so no# problem, right?"; |
| 28 |
message[5] = "* Don't worry, I'll catch# up."; |
| 29 |
prt[0] = 382; |
| 30 |
prt[1] = 382; |
| 31 |
prt[2] = 377; |
| 32 |
prt[3] = 370; |
| 33 |
prt[4] = 372; |
| 34 |
prt[5] = 395; |
| 35 |
} |
| 36 |
break; |
| 37 |
case 4: |
| 38 |
cutscene_wait(0.5); |
| 39 |
break; |
| 40 |
case 5: |
| 41 |
cutscene_npc_walk(actor_follower, 590, 100, 3, "x", "down"); |
| 42 |
break; |
| 43 |
case 6: |
| 44 |
scr_cutscene_end(); |
| 45 |
cutscene_advance(); |
| 46 |
break; |
| 47 |
case 7: |
| 48 |
if (obj_ceroba_npc.interact == true) |
| 49 |
{ |
| 50 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 51 |
with (msg) |
| 52 |
{ |
| 53 |
talker[0] = 1161; |
| 54 |
message[0] = "* I know you're skilled# enough for this small# task."; |
| 55 |
message[1] = "* Go on."; |
| 56 |
prt[0] = 395; |
| 57 |
prt[1] = 372; |
| 58 |
} |
| 59 |
} |
| 60 |
if (obj_pl.x <= 100) |
| 61 |
cutscene_advance(); |
| 62 |
break; |
| 63 |
case 8: |
| 64 |
scr_cutscene_start(); |
| 65 |
cutscene_advance(); |
| 66 |
break; |
| 67 |
case 9: |
| 68 |
cutscene_sfx_play(378, 1); |
| 69 |
break; |
| 70 |
case 10: |
| 71 |
cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); |
| 72 |
break; |
| 73 |
case 11: |
| 74 |
cutscene_npc_walk(1168, 80, 105, 3, "x", "up"); |
| 75 |
break; |
| 76 |
case 12: |
| 77 |
cutscene_wait(0.5); |
| 78 |
break; |
| 79 |
case 13: |
| 80 |
with (obj_steamworks_07_lever) |
| 81 |
{ |
| 82 |
image_speed = 1/3; |
| 83 |
audio_play_sound(snd_switch, 1, 0); |
| 84 |
} |
| 85 |
with (obj_steamworks_steam_blaster) |
| 86 |
instance_destroy(); |
| 87 |
cutscene_advance(); |
| 88 |
break; |
| 89 |
case 14: |
| 90 |
if (obj_steamworks_07_lever.image_speed == 0) |
| 91 |
cutscene_advance(); |
| 92 |
break; |
| 93 |
case 15: |
| 94 |
cutscene_wait(1); |
| 95 |
break; |
| 96 |
case 16: |
| 97 |
cutscene_npc_direction(1168, "right"); |
| 98 |
break; |
| 99 |
case 17: |
| 100 |
instance_destroy(obj_player_npc); |
| 101 |
cutscene_advance(); |
| 102 |
break; |
| 103 |
case 18: |
| 104 |
obj_ceroba_npc.x = 350; |
| 105 |
obj_ceroba_npc.y = obj_pl.y; |
| 106 |
cutscene_advance(); |
| 107 |
break; |
| 108 |
case 19: |
| 109 |
cutscene_npc_set_sprites(1161, 81, 80, 78, 79, 61, 65, 60, 63); |
| 110 |
break; |
| 111 |
case 20: |
| 112 |
cutscene_npc_walk(1161, obj_pl.x + 20, obj_pl.y, 4, "x", "left"); |
| 113 |
break; |
| 114 |
case 21: |
| 115 |
cutscene_dialogue(); |
| 116 |
with (msg) |
| 117 |
{ |
| 118 |
talker[0] = 1161; |
| 119 |
message[0] = "* See? No sweat."; |
| 120 |
prt[0] = 395; |
| 121 |
} |
| 122 |
break; |
| 123 |
case 22: |
| 124 |
obj_pl.direction = 180; |
| 125 |
global.party_member = 1171; |
| 126 |
actor_follower = 1161; |
| 127 |
cutscene_actor_into_follower(); |
| 128 |
break; |
| 129 |
case 23: |
| 130 |
global.sworks_flag[8] = 2; |
| 131 |
cutscene_end(); |
| 132 |
break; |
| 133 |
} |