1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.x < obj_axis_npc.x) |
5 |
{ |
6 |
scr_cutscene_start(); |
7 |
cutscene_advance(); |
8 |
} |
9 |
break; |
10 |
case 1: |
11 |
obj_pl.direction = 90; |
12 |
cutscene_sfx_play(529, 1); |
13 |
break; |
14 |
case 2: |
15 |
cutscene_wait(0.65); |
16 |
break; |
17 |
case 3: |
18 |
cutscene_sfx_play(529, 1); |
19 |
break; |
20 |
case 4: |
21 |
cutscene_wait(1.5); |
22 |
break; |
23 |
case 5: |
24 |
cutscene_dialogue(); |
25 |
with (msg) |
26 |
{ |
27 |
talker[0] = 1166; |
28 |
color = true; |
29 |
col_modif[0] = 16711935; |
30 |
message[0] = "* [MAIN POWER SOURCE NOT# FOUND_]"; |
31 |
message[1] = "* [INITIATING EMERGENCY# BACKUP POWER_]"; |
32 |
message_col[0][0] = "* [MAIN POWER SOURCE NOT# FOUND_]"; |
33 |
message_col[1][0] = "* [INITIATING EMERGENCY# BACKUP POWER_]"; |
34 |
position = 0; |
35 |
} |
36 |
break; |
37 |
case 6: |
38 |
cutscene_npc_action_sprite(1166, 2989, 0.5, false); |
39 |
obj_axis_npc.npc_direction = "down"; |
40 |
break; |
41 |
case 7: |
42 |
cutscene_wait(0.5); |
43 |
break; |
44 |
case 8: |
45 |
cutscene_music_start(219); |
46 |
break; |
47 |
case 9: |
48 |
cutscene_dialogue(); |
49 |
with (msg) |
50 |
{ |
51 |
talker[0] = 1166; |
52 |
message[0] = "* H-H-HUMA-N."; |
53 |
message[1] = "* Y-YOU HAVE ANGERED ME# GREATLY."; |
54 |
message[2] = "* I HAVE HAD IT WITH YOU# DOING NOTHING AS I FAIL# OVER AND OVER."; |
55 |
message[3] = "* DO YOU KNOW HOW HARD IT# WAS TO GET THE ACID OUT# OF MY STEEL?"; |
56 |
message[4] = "* I HAD TO PUT MYSELF IN# A WASHING MACHINE. IT# WAS QUITE DIZZYING."; |
57 |
message[5] = "* THOUGH I DO FEEL, AS# THE KIDS SAY: \"FRESH AS# HELL.\""; |
58 |
prt[0] = 473; |
59 |
prt[1] = 473; |
60 |
prt[2] = 473; |
61 |
prt[3] = 473; |
62 |
prt[4] = 473; |
63 |
prt[5] = 473; |
64 |
position = 0; |
65 |
} |
66 |
break; |
67 |
case 10: |
68 |
cutscene_wait(1); |
69 |
break; |
70 |
case 11: |
71 |
cutscene_dialogue(); |
72 |
with (msg) |
73 |
{ |
74 |
talker[0] = 1166; |
75 |
message[0] = "* ..."; |
76 |
message[1] = "* ANYWAY."; |
77 |
message[2] = "* IF YOU CANNOT TELL, I# AM [ticked] OFF AND OUT# OF NON-LETHAL OPTIONS."; |
78 |
message[3] = "* THAT, AND THIS FURNACE# HAS A NICE \"TIME TO DIE\"# AESTHETIC TO IT."; |
79 |
message[4] = "* SO PREPARE YOURSELF. I# AM ATTACKING NOW."; |
80 |
prt[0] = 473; |
81 |
prt[1] = 473; |
82 |
prt[2] = 473; |
83 |
prt[3] = 473; |
84 |
prt[4] = 473; |
85 |
position = 0; |
86 |
} |
87 |
break; |
88 |
case 12: |
89 |
cutscene_wait(0.5); |
90 |
break; |
91 |
case 13: |
92 |
audio_pause_sound(cutscene_music); |
93 |
cutscene_battle_initiate("axis", true, false); |
94 |
obj_heart_initiate_battle.flash_delay = 5; |
95 |
obj_pl.image_alpha = 1; |
96 |
break; |
97 |
case 14: |
98 |
if (instance_exists(obj_heart_initiate_battle_2)) |
99 |
{ |
100 |
instance_destroy(obj_blackout_overworld_2); |
101 |
instance_destroy(obj_heart_initiate_battle_2); |
102 |
cutscene_advance(); |
103 |
} |
104 |
break; |
105 |
case 15: |
106 |
cutscene_wait(2.5); |
107 |
break; |
108 |
case 16: |
109 |
cutscene_dialogue(); |
110 |
with (msg) |
111 |
{ |
112 |
talker[0] = 1166; |
113 |
message[0] = "* WHAT."; |
114 |
message[1] = "* MY PROGRAMMING IS# PREVENTING ME FROM# ATTACK."; |
115 |
message[2] = "* IT SAYS YOU ARE NOT A# CURRENT THREAT OR# RESISTING ARREST."; |
116 |
message[3] = "* UGH, [forget] THIS."; |
117 |
message[4] = "* HERE, I WILL MAKE YOU A# THREAT."; |
118 |
prt[0] = 473; |
119 |
prt[1] = 473; |
120 |
prt[2] = 473; |
121 |
prt[3] = 473; |
122 |
prt[4] = 473; |
123 |
position = 0; |
124 |
if (message_current == 1) |
125 |
audio_resume_sound(other.cutscene_music); |
126 |
} |
127 |
break; |
128 |
case 17: |
129 |
cutscene_npc_walk(1166, obj_steamworks_35_trashcan.x + 20, obj_steamworks_35_trashcan.y - 1, 2, "x", "left"); |
130 |
break; |
131 |
case 18: |
132 |
cutscene_wait(0.5); |
133 |
cutscene_advance(18.5); |
134 |
break; |
135 |
case 18.5: |
136 |
if (cutscene_npc_action_sprite(1166, 1393, 1, true)) |
137 |
{ |
138 |
obj_steamworks_35_trashcan.image_index = 1; |
139 |
obj_axis_npc.action_sprite = false; |
140 |
cutscene_npc_set_sprites(1166, 488, 3297, 3267, 233, 488, 3297, 3267, 233); |
141 |
cutscene_advance(19); |
142 |
} |
143 |
break; |
144 |
case 19: |
145 |
cutscene_dialogue(); |
146 |
with (msg) |
147 |
{ |
148 |
talker[0] = 1166; |
149 |
message[0] = "* HOLD THIS, IT SUITS# YOU."; |
150 |
prt[0] = 473; |
151 |
} |
152 |
break; |
153 |
case 20: |
154 |
cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 30, 90, 10000), 3, "x", "down"); |
155 |
break; |
156 |
case 21: |
157 |
cutscene_wait(0.5); |
158 |
break; |
159 |
case 22: |
160 |
cutscene_sfx_play(424, 1); |
161 |
break; |
162 |
case 23: |
163 |
instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc); |
164 |
obj_player_npc.npc_direction = "up"; |
165 |
obj_player_npc.up_sprite_idle = 3317; |
166 |
cutscene_npc_set_sprites(1166, 488, 487, 484, 486, 488, 487, 484, 486); |
167 |
break; |
168 |
case 24: |
169 |
cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 40, 90, 10000), 3, "y", "down"); |
170 |
break; |
171 |
case 25: |
172 |
cutscene_dialogue(); |
173 |
with (msg) |
174 |
{ |
175 |
talker[0] = 1166; |
176 |
message[0] = "* THERE. NOW YOU HAVE A# DRAWN \"WEAPON.\""; |
177 |
message[1] = "* LOOPHOLES ARE# WONDERFUL, ARE THEY NOT?"; |
178 |
message[2] = "* YOUR CRIMES END HERE,# HUMAN."; |
179 |
prt[0] = 473; |
180 |
prt[1] = 473; |
181 |
prt[2] = 473; |
182 |
position = 0; |
183 |
if (message_current == 2) |
184 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (other.cutscene_music, 650); |
185 |
} |
186 |
break; |
187 |
case 26: |
188 |
cutscene_advance(); |
189 |
break; |
190 |
case 27: |
191 |
cutscene_battle_initiate("axis", true, true); |
192 |
cutscene_advance(27.5); |
193 |
break; |
194 |
case 28: |
195 |
audio_stop_all(); |
196 |
scr_cutscene_start(); |
197 |
obj_pl.x = 700; |
198 |
obj_pl.y = 140; |
199 |
obj_pl.direction = 90; |
200 |
obj_axis_npc.action_sprite = false; |
201 |
if (cutscene_wait(1)) |
202 |
cutscene_advance(29); |
203 |
break; |
204 |
case 29: |
205 |
cutscene_dialogue(); |
206 |
with (msg) |
207 |
{ |
208 |
talker[0] = 1166; |
209 |
message[0] = "* I APOLOGIZE FOR# TORMENTING YOU AND# CALLING YOU NAMES."; |
210 |
message[1] = "* MY CODED PROTOCOL# BLINDED ME FROM# SOMETHING..."; |
211 |
message[2] = "* SOMETHING CALLED...# \"BASIC DECENCY.\""; |
212 |
message[3] = "* IT IS NOT EASY TO HAVE# NO CONTROL OVER# EMOTIONS, YOU KNOW."; |
213 |
message[4] = "* TO BE HONEST..."; |
214 |
message[5] = "* WHEN I LOOK AT YOU, I# GROW A LITTLE ENVIOUS."; |
215 |
message[6] = "* HUMANS AND MONSTERS,# WHILE DIFFERENT, DO# SHARE ONE THING."; |
216 |
message[7] = "* INDIVIDUALITY."; |
217 |
message[8] = "* YOU HAVE THE FREEDOM TO# BE UNIQUE. TO CHOOSE."; |
218 |
message[9] = "* BOTS LIKE ME ARE JUST# ONE MODEL AMONG MANY."; |
219 |
message[10] = "* THOUGH, THAT DOES NOT# SEEM LIKE SUCH THE CASE# ANYMORE."; |
220 |
message[11] = "* THE STEAMWORKS HAVE# SEEN BETTER DAYS, ALONG# WITH ITS BOTS."; |
221 |
message[12] = "* BUT I BELIEVE WE CAN# MAKE IT WORK."; |
222 |
message[13] = "* IF WE LEFT THIS PLACE,# WE WOULD ONLY CAUSE# ISSUES AND BE SHUT DOWN."; |
223 |
message[14] = "* BUT HERE, WE DO HAVE A# FORM OF FREEDOM."; |
224 |
message[15] = "* THE FREEDOM TO BE# FLAWED."; |
225 |
message[16] = "* ALL THAT TO SAY, I# WOULD NOT INVITE ANY# OTHER HUMANS HERE."; |
226 |
message[17] = "* SOMEONE WILL JUMP THEM."; |
227 |
prt[0] = 473; |
228 |
prt[1] = 473; |
229 |
prt[2] = 473; |
230 |
prt[3] = 473; |
231 |
prt[4] = 473; |
232 |
prt[5] = 473; |
233 |
prt[6] = 473; |
234 |
prt[7] = 473; |
235 |
prt[8] = 473; |
236 |
prt[9] = 473; |
237 |
prt[10] = 473; |
238 |
prt[11] = 473; |
239 |
prt[12] = 473; |
240 |
prt[13] = 473; |
241 |
prt[14] = 473; |
242 |
prt[15] = 473; |
243 |
prt[16] = 473; |
244 |
prt[17] = 473; |
245 |
switch (message_current) |
246 |
{ |
247 |
case 1: |
248 |
if (other.cutscene_music == 0) |
249 |
other.cutscene_music = audio_play_sound(mus_well_be_okay, 1, 1); |
250 |
break; |
251 |
case 3: |
252 |
obj_axis_npc.npc_direction = "right"; |
253 |
break; |
254 |
case 5: |
255 |
obj_axis_npc.npc_direction = "down"; |
256 |
break; |
257 |
case 11: |
258 |
obj_axis_npc.npc_direction = "up"; |
259 |
break; |
260 |
case 14: |
261 |
obj_axis_npc.npc_direction = "down"; |
262 |
break; |
263 |
} |
264 |
} |
265 |
break; |
266 |
case 30: |
267 |
cutscene_wait(1); |
268 |
break; |
269 |
case 31: |
270 |
cutscene_sfx_play(529, 1); |
271 |
break; |
272 |
case 32: |
273 |
cutscene_wait(1); |
274 |
break; |
275 |
case 33: |
276 |
cutscene_sfx_play(529, 1); |
277 |
break; |
278 |
case 34: |
279 |
cutscene_wait(1); |
280 |
break; |
281 |
case 35: |
282 |
cutscene_dialogue(); |
283 |
with (msg) |
284 |
{ |
285 |
color = true; |
286 |
message_col[0][0] = ""; |
287 |
col_modif[0] = 16711935; |
288 |
talker[0] = 1166; |
289 |
message[0] = " BACKUP BATTERY EXTREMELY LOW.# PLEASE RECHARGE."; |
290 |
message_col[0][0] = " BACKUP BATTERY EXTREMELY LOW.# PLEASE RECHARGE."; |
291 |
message[1] = "* OH, SUPPOSE I SHOULD GO# DO THAT."; |
292 |
message[2] = "* RECHARGING WILL RESTORE# ME BACK TO MY FACTORY# STATE BUT..."; |
293 |
prt[1] = 473; |
294 |
prt[2] = 473; |
295 |
message[3] = " ADDED \"HATTED HUMAN\" TO# \"AUTHORIZED\" LIST."; |
296 |
message_col[3][0] = message[3]; |
297 |
message[4] = "* THERE. NOW I WILL NOT# ATTEMPT APPREHENSION# NEXT TIME WE MEET."; |
298 |
message[5] = "* HAVE A PLEASANT# JOURNEY, HUMAN."; |
299 |
prt[4] = 473; |
300 |
prt[5] = 473; |
301 |
} |
302 |
break; |
303 |
case 36: |
304 |
audio_sound_gain(cutscene_music, 0, 900); |
305 |
cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "y", "left", 1031, 880, 140); |
306 |
if (x > (obj_pl.x + 3)) |
307 |
obj_pl.direction = 0; |
308 |
break; |
309 |
case 37: |
310 |
cutscene_wait(2.5); |
311 |
break; |
312 |
case 38: |
313 |
audio_sound_gain(cutscene_music, 1, 300); |
314 |
cutscene_npc_set_sprites(1166, 488, 487, 484, 487, 488, 487, 484, 487); |
315 |
break; |
316 |
case 39: |
317 |
cutscene_npc_walk(1166, 790, 140, 5, "x", "right"); |
318 |
break; |
319 |
case 40: |
320 |
cutscene_dialogue(); |
321 |
with (msg) |
322 |
{ |
323 |
talker[0] = 1166; |
324 |
message[0] = "* OH, ONE MORE THING."; |
325 |
message[1] = "* LEAVE THE POWER ON WHEN# YOU EXIT, WILL YOU?"; |
326 |
message[2] = "* I LIKE LIVING. "; |
327 |
message[3] = "* THANKS."; |
328 |
prt[0] = 473; |
329 |
prt[1] = 473; |
330 |
prt[2] = 473; |
331 |
prt[3] = 473; |
332 |
} |
333 |
break; |
334 |
case 41: |
335 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (cutscene_music, 300); |
336 |
cutscene_npc_walk(1166, 880, 140, 5, "y", "left"); |
337 |
break; |
338 |
case 42: |
339 |
cutscene_wait(0.5); |
340 |
break; |
341 |
case 43: |
342 |
instance_destroy(obj_axis_npc); |
343 |
global.sworks_flag[31] = 2; |
344 |
cutscene_end(); |
345 |
break; |
346 |
} |