Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_steamworks_35_cutscene_pacifist_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
5
    case 0:
6
        cutscene_npc_walk(1168, 900, 140, 3, "x", "left");
7
        cutscene_npc_walk(1161, 900, 140, 3, "x", "left");
8
        scene++;
9
        break;
10
    case 1:
11
        if (obj_player_npc.x <= 990)
12
            scene++;
13
        break;
14
    case 2:
15
        instance_create_depth(983, 132, -999, obj_steamworks_35_pacifist_gate);
16
        scene++;
17
        break;
18
    case 3:
19
        var advance = true;
20
        with (obj_player_npc)
21
        {
22
            can_walk = false;
23
            if (x > 970)
24
            {
25
                advance = false;
26
                x -= 8;
27
            }
28
            else
29
            {
30
                obj_player_npc.npc_direction = "right";
31
            }
32
        }
33
        with (obj_ceroba_npc)
34
        {
35
            can_walk = false;
36
            if (x < 1010)
37
            {
38
                advance = false;
39
                npc_direction = "right";
40
                x += 8;
41
            }
42
            else
43
            {
44
                obj_ceroba_npc.npc_direction = "left";
45
            }
46
        }
47
        if (advance == true)
48
            scene++;
49
        break;
50
    case 4:
51
        cutscene_wait(0.5);
52
        break;
53
    case 5:
54
        cutscene_dialogue();
55
        with (msg)
56
        {
57
            talker[0] = 1161;
58
            message[0] = "* Hey!";
59
            message[1] = "* Who did that!?";
60
            message[2] = "* Clover! You can hear me, right?";
61
            message[3] = "* I'm gonna try to blast a hole#  in this thing!";
62
        }
63
        break;
64
    case 6:
65
        cutscene_npc_walk(1168, 940, 140, 3, "x", "right");
66
        break;
67
    case 7:
68
        cutscene_wait(0.5);
69
        break;
70
    case 8:
71
        cutscene_sfx_play(436, 1);
72
        break;
73
    case 9:
74
        cutscene_wait(0.25);
75
        break;
76
    case 10:
77
        cutscene_screenshake(0.5, 3);
78
        break;
79
    case 11:
80
        cutscene_wait(2);
81
        break;
82
    case 12:
83
        cutscene_sfx_play(436, 1);
84
        break;
85
    case 13:
86
        cutscene_wait(0.25);
87
        break;
88
    case 14:
89
        cutscene_screenshake(0.5, 3);
90
        break;
91
    case 15:
92
        cutscene_wait(0.75);
93
        break;
94
    case 16:
95
        if (cutscene_dialogue())
96
        {
97
            instance_destroy(obj_player_npc);
98
            scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
99
            scene = 16.2;
100
        }
101
        with (msg)
102
        {
103
            talker[0] = 1161;
104
            message[0] = "* It's gonna take a lot to break#  through!";
105
            message[1] = "* And to think we were almost#  free of this place...";
106
            message[2] = "* Um, just look around for a#  switch or keypad!";
107
            message[3] = "* There's always one near doors.";
108
        }
109
        break;
110
    case 16.2:
111
        if (obj_pl.x < obj_axis_npc.x)
112
        {
113
            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
114
            cutscene_advance(17);
115
            instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_player_npc);
116
            obj_player_npc.npc_direction = "up";
117
        }
118
        break;
119
    case 17:
120
        cutscene_sfx_play(529, 1);
121
        break;
122
    case 18:
123
        cutscene_wait(0.75);
124
        break;
125
    case 19:
126
        cutscene_sfx_play(529, 1);
127
        break;
128
    case 20:
129
        cutscene_wait(2);
130
        break;
131
    case 21:
132
        cutscene_dialogue();
133
        with (msg)
134
        {
135
            color = true;
136
            col_modif[0] = 16711935;
137
            talker[0] = 1166;
138
            message[0] = "* [MAIN POWER SOURCE NOT FOUND_]";
139
            message[1] = "* [INITIATING EMERGENCY BACKUP#  POWER_]";
140
            message_col[0][0] = "* [MAIN POWER SOURCE NOT FOUND_]";
141
            message_col[1][0] = "* [INITIATING EMERGENCY BACKUP#  POWER_]";
142
            talker[2] = 1161;
143
            message[2] = "* What was that?";
144
            message[3] = "* Did I just hear Axis!?";
145
        }
146
        break;
147
    case 22:
148
        cutscene_npc_action_sprite(1166, 2989, 0.5, false);
149
        obj_axis_npc.npc_direction = "down";
150
        break;
151
    case 23:
152
        cutscene_wait(1);
153
        break;
154
    case 24:
155
        cutscene_music_start(219, 500);
156
        break;
157
    case 25:
158
        cutscene_dialogue();
159
        with (msg)
160
        {
161
            talker[0] = 1166;
162
            message[0] = "* H-H-HUMA-N.";
163
            message[1] = "* Y-YOU TRIED TO SHUT ME#  DOWN.";
164
            message[2] = "* I HAVE HAD IT WITH YOU#  AND YOUR FRIEND#  THWARTING MY PLANS.";
165
            message[3] = "* I AM THIS CLOSE TO#  DIRECTING ALL MY STEAM#  INTO MY RUDE FINGER.";
166
            message[4] = "* AND YES, I AM YELLING.";
167
            message[5] = "* MY TYPOGRAPHY BOX JUST#  LACKS THE EXCLAMATION#  POINT CHARACTER.";
168
            message[6] = "* A SHAME, BUT AT LEAST I#  HAVE QUESTION#  MARKS?????????";
169
            prt[0] = 473;
170
            prt[1] = 473;
171
            prt[2] = 473;
172
            prt[3] = 473;
173
            prt[4] = 473;
174
            prt[5] = 473;
175
            prt[6] = 473;
176
        }
177
        break;
178
    case 26:
179
        cutscene_sfx_play(436, 1);
180
        break;
181
    case 27:
182
        cutscene_wait(0.75);
183
        break;
184
    case 28:
185
        cutscene_dialogue();
186
        with (msg)
187
        {
188
            talker[0] = 1161;
189
            talker[4] = 1166;
190
            message[0] = "* Hey Clover!";
191
            message[1] = "* I don't think we can outrun#  this guy any longer!";
192
            message[2] = "* Please try to find a peaceful#  way to outwit him!";
193
            message[3] = "* I'm sorry but I don't want#  Chujin's creation smashed to#  bits!";
194
            message[4] = "* OUTWIT? MAYBE.";
195
            message[5] = "* OUT-GUN? NEVER.";
196
            message[6] = "* I AM [ticked] OFF AND#  OUT OF NON-LETHAL#  OPTIONS.";
197
            message[7] = "* SO PREPARE YOURSELF. I#  AM ATTACKING NOW.";
198
            prt[4] = 473;
199
            prt[5] = 473;
200
            prt[6] = 473;
201
            prt[7] = 473;
202
            if (message_current == 0)
203
                obj_player_npc.npc_direction = "right";
204
            if (message_current == 4)
205
                obj_player_npc.npc_direction = "up";
206
        }
207
        break;
208
    case 29:
209
        cutscene_wait(0.5);
210
        break;
211
    case 30:
212
        audio_pause_sound(cutscene_music);
213
        cutscene_battle_initiate("axis", true, false);
214
        obj_heart_initiate_battle.flash_delay = 5;
215
        obj_pl.image_alpha = 1;
216
        break;
217
    case 31:
218
        if (instance_exists(obj_heart_initiate_battle_2))
219
        {
220
            instance_destroy(obj_blackout_overworld_2);
221
            instance_destroy(obj_heart_initiate_battle_2);
222
            obj_pl.direction = 90;
223
            obj_pl.image_alpha = 0;
224
            cutscene_advance();
225
        }
226
        break;
227
    case 32:
228
        cutscene_wait(2.5);
229
        break;
230
    case 33:
231
        cutscene_dialogue();
232
        with (msg)
233
        {
234
            talker[0] = 1166;
235
            message[0] = "* WHAT.";
236
            message[1] = "* MY PROGRAMMING IS#  PREVENTING ME FROM#  ATTACK.";
237
            message[2] = "* IT SAYS YOU ARE NOT A#  CURRENT THREAT OR#  RESISTING ARREST.";
238
            message[3] = "* UGH, [forget] THIS.";
239
            message[4] = "* HERE, I WILL MAKE YOU A#  THREAT.";
240
            prt[0] = 473;
241
            prt[1] = 473;
242
            prt[2] = 473;
243
            prt[3] = 473;
244
            prt[4] = 473;
245
            position = 0;
246
            if (message_current == 1)
247
                audio_resume_sound(other.cutscene_music);
248
        }
249
        break;
250
    case 34:
251
        cutscene_advance(35);
252
        break;
253
    case 35:
254
        cutscene_npc_walk(1166, obj_steamworks_35_trashcan.x + 20, obj_steamworks_35_trashcan.y - 1, 4, "x", "left");
255
        break;
256
    case 36:
257
        cutscene_wait(0.5);
258
        break;
259
    case 37:
260
        if (cutscene_npc_action_sprite(1166, 1393, 1, true))
261
        {
262
            obj_steamworks_35_trashcan.image_index = 1;
263
            obj_axis_npc.action_sprite = false;
264
            cutscene_npc_set_sprites(1166, 488, 3297, 3267, 233, 488, 3297, 3267, 233);
265
            cutscene_advance(38);
266
        }
267
        break;
268
    case 38:
269
        cutscene_npc_walk(1166, obj_player_npc.x, obj_axis_npc.y, 4, "x", "down");
270
    case 39:
271
        cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 4);
272
        break;
273
    case 40:
274
        cutscene_dialogue();
275
        with (msg)
276
        {
277
            talker[0] = 1166;
278
            message[0] = "* HOLD THIS, IT SUITS#  YOU.";
279
            prt[0] = 473;
280
        }
281
        break;
282
    case 41:
283
        cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 20, 90, 10000), 3, "y", "down");
284
        break;
285
    case 42:
286
        cutscene_wait(0.5);
287
        break;
288
    case 43:
289
        cutscene_sfx_play(424, 1);
290
        break;
291
    case 44:
292
        obj_player_npc.up_sprite_idle = 3317;
293
        cutscene_npc_set_sprites(1166, 488, 487, 484, 486, 488, 487, 484, 486);
294
        break;
295
    case 45:
296
        cutscene_npc_walk(1166, obj_pl.x, clamp(obj_pl.y - 40, 90, 10000), 4, "y", "down");
297
        break;
298
    case 46:
299
        cutscene_dialogue();
300
        with (msg)
301
        {
302
            talker[0] = 1166;
303
            message[0] = "* THERE. NOW YOU HAVE A#  DRAWN \"WEAPON.\"";
304
            message[1] = "* LOOPHOLES ARE#  WONDERFUL, ARE THEY NOT?";
305
            message[2] = "* NOW, TIME TO DIE.";
306
            prt[0] = 473;
307
            prt[1] = 473;
308
            prt[2] = 473;
309
            position = 0;
310
            if (message_current == 2)
311
                scr_audio_fade_out
scr_audio_fade_out

function 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, 500);
312
        }
313
        break;
314
    case 47:
315
        cutscene_advance();
316
        break;
317
    case 48:
318
        cutscene_battle_initiate("axis", true, true);
319
        cutscene_advance(49);
320
        break;
321
    case 49:
322
        break;
323
    case 50:
324
        audio_stop_all();
325
        scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
326
        cutscene_music_start(218);
327
        instance_destroy(obj_steamworks_35_trashcan);
328
        obj_axis_npc.action_sprite = false;
329
        obj_axis_npc.x -= 0;
330
        obj_pl.x = 680;
331
        obj_pl.y = 160;
332
        obj_pl.direction = 90;
333
        actor_follower = instance_create(obj_pl.x + 40, obj_pl.y, obj_ceroba_npc);
334
        obj_ceroba_npc.npc_direction = "up";
335
        if (instance_exists(obj_ceroba_follower))
336
            instance_destroy(obj_ceroba_follower);
337
        instance_create(obj_axis_npc.x - 40, obj_axis_npc.y - 6, obj_steamworks_13_robuild_complete);
338
        scene = 51;
339
        break;
340
    case 51:
341
        cutscene_wait(0.5);
342
        break;
343
    case 52:
344
        cutscene_dialogue();
345
        with (msg)
346
        {
347
            talker[0] = 1166;
348
            talker[4] = 1166;
349
            talker[3] = 1161;
350
            talker[5] = 1161;
351
            message[0] = "* THIS EMOTION, IT FEELS#  SO NICE.";
352
            message[1] = "* I MUST THANK YOU FOR#  OPENING MY EYES.";
353
            message[2] = "* I HAD NO IDEA SUCH#  WONDROUS SIGHTS EXISTED.";
354
            message[3] = "* Glad we could finally#  reach a level of#  civility.";
355
            message[4] = "* CAN I KEEP THEM???";
356
            message[5] = "* Whoa, slow down!";
357
            message[6] = "* Here...";
358
            prt[0] = 3255;
359
            prt[1] = 1261;
360
            prt[2] = 1261;
361
            prt[3] = 374;
362
            prt[4] = 3255;
363
            prt[5] = 381;
364
            prt[6] = 395;
365
            position = 0;
366
        }
367
        break;
368
    case 53:
369
        cutscene_npc_walk(1161, obj_axis_npc.x, obj_axis_npc.y + 20, 3, "y", "up");
370
        break;
371
    case 54:
372
        cutscene_dialogue();
373
        with (msg)
374
        {
375
            talker[0] = 1161;
376
            talker[2] = 1161;
377
            talker[6] = 1161;
378
            talker[1] = 1166;
379
            talker[5] = 1166;
380
            message[0] = "* (Do you wanna know a#  secret?)";
381
            message[1] = "* YES I WOULD LIKE TO KNOW#  A SECRET.";
382
            message[2] = "* (They told me that they#  like you but will only#  go out if it's casual.)";
383
            message[3] = "* (Get to know them a#  little first, you know?)";
384
            message[4] = "* (Ask what their name is#  or something.)";
385
            message[5] = "* OKAY.";
386
            message[6] = "* Alright, good! Give it a#  shot!";
387
            prt[0] = 372;
388
            prt[1] = 1261;
389
            prt[2] = 372;
390
            prt[3] = 395;
391
            prt[4] = 372;
392
            prt[5] = 473;
393
            prt[6] = 395;
394
            position = 0;
395
        }
396
        break;
397
    case 55:
398
        cutscene_npc_direction(1166, "left");
399
        break;
400
    case 56:
401
        cutscene_npc_walk(1161, obj_axis_npc.x, obj_axis_npc.y + 50, 3, "y", "up");
402
        break;
403
    case 57:
404
        cutscene_wait(1);
405
        break;
406
    case 58:
407
        cutscene_dialogue();
408
        with (msg)
409
        {
410
            position = 0;
411
            talker[0] = 1166;
412
            talker[1] = 1166;
413
            talker[2] = 1166;
414
            talker[3] = 1161;
415
            talker[4] = 1166;
416
            talker[5] = 1166;
417
            message[0] = "* HELLO MY NAME IS AXIS#  WHAT IS YOUR NAME?";
418
            message[1] = "* . . .";
419
            message[2] = "* HA HA YOU ARE SO FUNNY#  WANT TO GET MARRIED???";
420
            message[3] = "* Hey, remember what we#  talked about!";
421
            message[4] = "* . . .";
422
            message[5] = "* THEY SAID YES.";
423
            prt[0] = 3255;
424
            prt[2] = 1261;
425
            prt[3] = 381;
426
            prt[5] = 3255;
427
            switch (message_current)
428
            {
429
                case 3:
430
                    obj_axis_npc.npc_direction = "down";
431
                    break;
432
                case 4:
433
                    obj_axis_npc.npc_direction = "left";
434
                    break;
435
                case 5:
436
                    obj_axis_npc.npc_direction = "down";
437
                    break;
438
            }
439
        }
440
        break;
441
    case 59:
442
        cutscene_npc_direction(1166, "left");
443
        break;
444
    case 60:
445
        cutscene_wait(2);
446
        break;
447
    case 61:
448
        cutscene_dialogue();
449
        with (msg)
450
        {
451
            talker[0] = 1161;
452
            talker[3] = 1161;
453
            talker[7] = 1161;
454
            talker[1] = 1166;
455
            talker[6] = 1166;
456
            talker[8] = 1166;
457
            message[0] = "* What?";
458
            message[1] = "* I AM HONESTLY JUST AS#  SURPRISED AS YOU.";
459
            message[2] = "* THIS ROCKS.";
460
            message[3] = "* Okay, then I'm happy for#  you.";
461
            message[4] = "* ...";
462
            message[5] = "* Well, not to rain on the#  parade but Clover and I#  have to go.";
463
            message[6] = "* GO WHERE?";
464
            message[7] = "* Hotland. Just a business#  trip.";
465
            message[8] = "* WELL I WISH YOU A#  PLEASANT JOURNEY THEN.";
466
            prt[0] = 371;
467
            prt[1] = 1056;
468
            prt[2] = 1261;
469
            prt[3] = 395;
470
            prt[4] = 394;
471
            prt[5] = 370;
472
            prt[6] = 1056;
473
            prt[7] = 377;
474
            prt[8] = 1261;
475
            switch (message_current)
476
            {
477
                case 1:
478
                    obj_axis_npc.npc_direction = "down";
479
                    break;
480
                case 4:
481
                    obj_axis_npc.npc_direction = "left";
482
                    break;
483
                case 6:
484
                    obj_axis_npc.npc_direction = "down";
485
                    break;
486
            }
487
            position = 0;
488
        }
489
        break;
490
    case 62:
491
        cutscene_wait(0.5);
492
        break;
493
    case 63:
494
        cutscene_sfx_play(529, 1);
495
        break;
496
    case 64:
497
        cutscene_wait(1);
498
        break;
499
    case 65:
500
        cutscene_sfx_play(529, 1);
501
        break;
502
    case 66:
503
        cutscene_wait(1);
504
        break;
505
    case 67:
506
        cutscene_dialogue();
507
        with (msg)
508
        {
509
            color = true;
510
            message_col[0][0] = "";
511
            col_modif[0] = 16711935;
512
            talker[0] = 1166;
513
            talker[1] = 1166;
514
            talker[3] = 1166;
515
            talker[4] = 1166;
516
            talker[5] = 1161;
517
            talker[7] = 1166;
518
            message[0] = "  BACKUP BATTERY EXTREMELY#  LOW. PLEASE RECHARGE.";
519
            message_col[0][0] = "  BACKUP BATTERY EXTREMELY#  LOW. PLEASE RECHARGE.";
520
            message[1] = "* OH, SUPPOSE I SHOULD GO#  DO THAT.";
521
            message[2] = "* RECHARGING WILL RESTORE#  ME BACK TO MY FACTORY#  STATE BUT...";
522
            message[3] = "  ADDED \"HATTED HUMAN\" AND#  \"TALL LADY\" TO#  \"AUTHORIZED\" LIST.";
523
            message_col[3][0] = "  ADDED \"HATTED HUMAN\" AND#  \"TALL LADY\" TO#  \"AUTHORIZED\" LIST.";
524
            message[4] = "* THERE. NOW I WILL NOT#  ATTEMPT APPREHENSION#  NEXT TIME WE MEET.";
525
            message[5] = "* Thank you, Axis.";
526
            message[6] = "* You have a good life.";
527
            message[7] = "* I WILL TRY.";
528
            prt[1] = 473;
529
            prt[2] = 473;
530
            prt[4] = 1261;
531
            prt[5] = 372;
532
            prt[6] = 395;
533
            prt[7] = 473;
534
            position = 0;
535
        }
536
        break;
537
    case 68:
538
        cutscene_wait(0.75);
539
        break;
540
    case 69:
541
        cutscene_npc_walk(1166, obj_steamworks_13_robuild_complete.x, obj_steamworks_13_robuild_complete.y + 20, 4, "y", "up");
542
        break;
543
    case 70:
544
        obj_axis_npc.action_sprite = true;
545
        obj_axis_npc.sprite_index = spr_axis_up;
546
        cutscene_advance();
547
        break;
548
    case 71:
549
        cutscene_wait(0.5);
550
        break;
551
    case 72:
552
        obj_axis_npc.action_sprite = false;
553
        instance_destroy(obj_steamworks_13_robuild_complete);
554
        cutscene_sfx_play(319, 1);
555
        break;
556
    case 73:
557
        cutscene_npc_direction(1166, "down");
558
        scr_audio_fade_out
scr_audio_fade_out

function 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, 1000);
559
        break;
560
    case 74:
561
        obj_axis_npc.npc_direction = "right";
562
        cutscene_npc_walk(1166, 760, obj_axis_npc.y, 2, "x", "right", 1031, 760, 140);
563
        if (obj_axis_npc.x > (obj_pl.x + 10))
564
        {
565
            obj_ceroba_npc.npc_direction = "right";
566
            obj_pl.direction = 0;
567
        }
568
        break;
569
    case 75:
570
        audio_play_sound(snd_encounter, 1, 0);
571
        instance_create(obj_axis_npc.x, obj_axis_npc.y - 40, obj_cutscene_ex);
572
        cutscene_advance();
573
        break;
574
    case 76:
575
        if (cutscene_wait(1))
576
        {
577
            instance_destroy(obj_cutscene_ex);
578
            obj_axis_npc.npc_direction = "left";
579
        }
580
        break;
581
    case 77:
582
        cutscene_dialogue();
583
        with (msg)
584
        {
585
            talker[0] = 1166;
586
            talker[1] = 1161;
587
            talker[2] = 1166;
588
            talker[5] = 1161;
589
            talker[7] = 1166;
590
            message[0] = "* OH, ONE MORE THING.";
591
            message[1] = "* Hm?";
592
            message[2] = "* YOU SAID YOUR HUSBAND#  WAS MY CREATOR?";
593
            message[3] = "* WOULD YOU TELL HIM THAT#  I MISS HIM?";
594
            message[4] = "* HE WAS ALWAYS VERY KIND#  TO ME.";
595
            message[5] = "* I... ";
596
            message[6] = "* Yeah... I'll tell him.";
597
            message[7] = "* THANK YOU.";
598
            message[8] = "* GOODBYE.";
599
            prt[0] = 473;
600
            prt[1] = 370;
601
            prt[2] = 473;
602
            prt[3] = 473;
603
            prt[4] = 473;
604
            prt[5] = 609;
605
            prt[6] = 2987;
606
            prt[7] = 1261;
607
            prt[8] = 473;
608
            position = 0;
609
        }
610
        break;
611
    case 78:
612
        cutscene_npc_walk(1166, 880, obj_axis_npc.y, 2, "x", "right");
613
        break;
614
    case 79:
615
        cutscene_advance();
616
        break;
617
    case 80:
618
        if (global.sworks_flag[41] == 0)
619
            cutscene_npc_walk(1161, obj_pl.x - 20, obj_pl.y, 3, "x", "right");
620
        else
621
            cutscene_npc_walk(1161, obj_ceroba_npc.x, obj_pl.y, 2, "x", "left");
622
        scene = 81;
623
        break;
624
    case 81:
625
        cutscene_camera_move(obj_pl.x, obj_pl.y, 3);
626
        break;
627
    case 82:
628
        instance_destroy(obj_axis_npc);
629
        cutscene_camera_reset();
630
        if (global.sworks_flag[41] == 0)
631
        {
632
            actor_follower = 1161;
633
            global.party_member = 1171;
634
            cutscene_actor_into_follower();
635
            scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
636
            cutscene_advance(83);
637
            global.sworks_flag[31] = 2;
638
            scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
639
        }
640
        if (global.sworks_flag[41] >= 1)
641
            scene = 87;
642
        break;
643
    case 83:
644
        if (global.party_member != -4)
645
        {
646
            if (obj_pl.x >= 820)
647
            {
648
                cutscene_dialogue();
649
                with (msg)
650
                {
651
                    sndfnt = 108;
652
                    message[0] = "* Don't worry about Axis.";
653
                    message[1] = "* We got to move.";
654
                    prt[0] = 377;
655
                    prt[1] = 370;
656
                }
657
            }
658
        }
659
        break;
660
    case 84:
661
        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
662
        break;
663
    case 85:
664
        cutscene_npc_walk_relative(1168, -20, 0, 3, "x", "left");
665
        break;
666
    case 86:
667
        instance_destroy(obj_player_npc);
668
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
669
        scr_follower_initialize
scr_follower_initialize

function scr_follower_initialize() { with (global.party_member) event_perform(ev_create, 0); }
();
670
        scene = 83;
671
        break;
672
    case 87:
673
        cutscene_wait(1.5);
674
        break;
675
    case 88:
676
        obj_pl.direction = 0;
677
        cutscene_dialogue();
678
        with (msg)
679
        {
680
            talker[0] = 1161;
681
            message[0] = "* ...";
682
            message[1] = "* About Hotland.";
683
            message[2] = "* The truth is...";
684
            message[3] = "* I... ";
685
            message[4] = "* I can't go.";
686
            message[5] = "* You didn't destroy Axis#  and I thank you but...";
687
            message[6] = "* Your SOUL...";
688
            message[7] = "* I was sure it was...";
689
            message[8] = "* ...";
690
            message[9] = "* Nevermind. There's no#  explaining it.";
691
            message[10] = "* I'm sorry...";
692
            prt[0] = 394;
693
            prt[1] = 370;
694
            prt[2] = 394;
695
            prt[3] = 394;
696
            prt[4] = 370;
697
            prt[5] = 371;
698
            prt[6] = 377;
699
            prt[7] = 394;
700
            prt[8] = 394;
701
            prt[9] = 370;
702
            prt[10] = 377;
703
            if (message_current == 8)
704
                obj_ceroba_npc.npc_direction = "right";
705
            else
706
                obj_ceroba_npc.npc_direction = "left";
707
        }
708
        break;
709
    case 89:
710
        cutscene_npc_direction(1161, "right");
711
        break;
712
    case 90:
713
        cutscene_wait(1);
714
        break;
715
    case 91:
716
        cutscene_npc_direction(1161, "left");
717
        break;
718
    case 92:
719
        cutscene_dialogue();
720
        with (msg)
721
        {
722
            talker[0] = 1161;
723
            message[0] = "* Goodbye, Clover.";
724
            prt[0] = 609;
725
        }
726
        break;
727
    case 93:
728
        cutscene_npc_walk(1161, 860, 140, 3, "y", "right");
729
        break;
730
    case 94:
731
        cutscene_wait(1.5);
732
        break;
733
    case 95:
734
        cutscene_advance();
735
        break;
736
    case 96:
737
        cutscene_wait(0.5);
738
        break;
739
    case 97:
740
        cutscene_instance_create(obj_pl.x - 40, obj_pl.y, 3194);
741
        obj_flowey_npc.action_sprite = true;
742
        obj_flowey_npc.sprite_index = spr_floweyrise;
743
        obj_flowey_npc.image_speed = 0.2;
744
        break;
745
    case 98:
746
        with (obj_flowey_npc)
747
        {
748
            if (image_index >= (image_number - 1))
749
            {
750
                action_sprite = false;
751
                other.scene += 1;
752
            }
753
        }
754
        break;
755
    case 99:
756
        obj_pl.direction = 180;
757
        cutscene_advance();
758
        break;
759
    case 100:
760
        cutscene_dialogue();
761
        with (msg)
762
        {
763
            talker[0] = 3194;
764
            message[0] = "* Aaaand there it is!";
765
            message[1] = "* She was totally using#  you, pal.";
766
            prt[0] = 349;
767
            prt[1] = 347;
768
        }
769
        break;
770
    case 101:
771
        obj_pl.direction = 0;
772
        cutscene_wait(1.5);
773
        break;
774
    case 102:
775
        obj_pl.direction = 180;
776
        cutscene_dialogue();
777
        with (msg)
778
        {
779
            talker[0] = 3194;
780
            message[0] = "* Hey, cheer up!";
781
            message[1] = "* Self-defense. That's#  all it was.";
782
            message[2] = "* ...";
783
            message[3] = "* You know what? This is#  good, actually!";
784
            message[4] = "* You're finally free to#  get back on track!";
785
            message[5] = "* No more third parties,#  no more side quests.";
786
            message[6] = "* Just you and me, buddy!#  ";
787
            message[7] = "* Just you and me.";
788
            prt[0] = 348;
789
            prt[1] = 347;
790
            prt[2] = 347;
791
            prt[3] = 348;
792
            prt[4] = 348;
793
            prt[5] = 347;
794
            prt[6] = 348;
795
            prt[7] = 348;
796
        }
797
        break;
798
    case 103:
799
        if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0))
800
            instance_destroy(obj_flowey_npc);
801
        break;
802
    case 104:
803
        cutscene_wait(1);
804
        break;
805
    case 105:
806
        cutscene_camera_reset();
807
        cutscene_end();
808
        instance_destroy(obj_ceroba_npc);
809
        global.sworks_flag[31] = 2;
810
        global.route = 1;
811
        global.party_member = -4;
812
        global.mail_flag[8] = true;
813
        global.sworks_flag[61] = 1;
814
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
815
        break;
816
}