| 1 |
var actor_starlo = 1169; |
| 2 |
var actor_ed = 1162; |
| 3 |
var actor_mooch = 1165; |
| 4 |
var actor_moray = 1167; |
| 5 |
var actor_ace = 1158; |
| 6 |
var actor_clover = 1168; |
| 7 |
if (live_call()) |
| 8 |
return global.live_result; |
| 9 |
switch (scene) |
| 10 |
{ |
| 11 |
case 0: |
| 12 |
cutscene_music_start(184, 0); |
| 13 |
break; |
| 14 |
case 1: |
| 15 |
if (cutscene_wait(1.5)) |
| 16 |
cutscene_advance(6); |
| 17 |
break; |
| 18 |
case 6: |
| 19 |
cutscene_dialogue(); |
| 20 |
with (msg) |
| 21 |
{ |
| 22 |
sndfnt = 107; |
| 23 |
talker[0] = actor_starlo; |
| 24 |
message[0] = "* Group up, everyone!"; |
| 25 |
prt[0] = 417; |
| 26 |
} |
| 27 |
break; |
| 28 |
case 7: |
| 29 |
cutscene_npc_walk(actor_ace, 680, 440, 4, "x", "up"); |
| 30 |
cutscene_npc_walk(actor_mooch, 760, 440, 4, "y", "up"); |
| 31 |
cutscene_npc_walk(actor_ed, 640, 375, 4, "y", "right"); |
| 32 |
cutscene_npc_walk(actor_moray, 800, 375, 4, "x", "left"); |
| 33 |
cutscene_advance(); |
| 34 |
break; |
| 35 |
case 8: |
| 36 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) |
| 37 |
cutscene_advance(); |
| 38 |
break; |
| 39 |
case 9: |
| 40 |
cutscene_dialogue(); |
| 41 |
with (msg) |
| 42 |
{ |
| 43 |
position = 1; |
| 44 |
message[0] = "* Gettin' a bit of deja# vu here."; |
| 45 |
prt[0] = 454; |
| 46 |
sndfnt_array[0] = 104; |
| 47 |
talker[0] = actor_ed; |
| 48 |
message[1] = "* As ya should, buddy."; |
| 49 |
message[2] = "* Thanks to Ace's keen# eye for fashion, we# took a lil detour."; |
| 50 |
message[3] = "* Great job there."; |
| 51 |
prt[1] = 421; |
| 52 |
prt[2] = 407; |
| 53 |
prt[3] = 421; |
| 54 |
sndfnt_array[1] = 107; |
| 55 |
talker[1] = actor_starlo; |
| 56 |
message[4] = "* Thank you, Star."; |
| 57 |
message[5] = "* Clover looks much# better now."; |
| 58 |
prt[4] = 436; |
| 59 |
prt[5] = 435; |
| 60 |
sndfnt_array[4] = 106; |
| 61 |
talker[4] = actor_ace; |
| 62 |
message[6] = "* I agree! Clover's# looking like a real# wrangler!"; |
| 63 |
prt[6] = 445; |
| 64 |
sndfnt_array[6] = 391; |
| 65 |
talker[6] = actor_moray; |
| 66 |
message[7] = "* For sure!"; |
| 67 |
message[8] = "* That new gun is...# awfully shiny."; |
| 68 |
prt[7] = 458; |
| 69 |
prt[8] = 463; |
| 70 |
sndfnt_array[7] = 105; |
| 71 |
talker[7] = actor_mooch; |
| 72 |
message[9] = "* Had to shake Mr.# Blackjack down for it."; |
| 73 |
message[10] = "* I was real tough, too."; |
| 74 |
message[11] = "* Put ol' Jack in his# place, I did."; |
| 75 |
prt[9] = 417; |
| 76 |
prt[10] = 424; |
| 77 |
prt[11] = 424; |
| 78 |
sndfnt_array[9] = 107; |
| 79 |
talker[9] = actor_starlo; |
| 80 |
message[12] = "* You coulda' sent me in# to get it."; |
| 81 |
message[13] = "* You know I'm the best# negotiator."; |
| 82 |
prt[12] = 455; |
| 83 |
prt[13] = 463; |
| 84 |
sndfnt_array[12] = 105; |
| 85 |
talker[12] = actor_mooch; |
| 86 |
message[14] = "* We might bend the rules# a bit but we ain't# bandits."; |
| 87 |
prt[14] = 419; |
| 88 |
sndfnt_array[14] = 107; |
| 89 |
talker[14] = actor_starlo; |
| 90 |
message[15] = "* Mhm, totally."; |
| 91 |
prt[15] = 458; |
| 92 |
sndfnt_array[15] = 105; |
| 93 |
talker[15] = actor_mooch; |
| 94 |
message[16] = "* Let's get to the# mission already."; |
| 95 |
prt[16] = 454; |
| 96 |
sndfnt_array[16] = 104; |
| 97 |
talker[16] = actor_ed; |
| 98 |
message[17] = "* Right ya are, Ed."; |
| 99 |
message[18] = "* What other mission# would it be than the# one we skipped before?"; |
| 100 |
message[19] = "* Get ready, Clover!"; |
| 101 |
prt[17] = 417; |
| 102 |
prt[18] = 417; |
| 103 |
prt[19] = 415; |
| 104 |
sndfnt_array[17] = 107; |
| 105 |
talker[17] = actor_starlo; |
| 106 |
} |
| 107 |
break; |
| 108 |
case 10: |
| 109 |
cutscene_wait(1); |
| 110 |
break; |
| 111 |
case 11: |
| 112 |
cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false); |
| 113 |
break; |
| 114 |
case 12: |
| 115 |
cutscene_event_wildeast_stamp(1260, 253, 150, 10, 50); |
| 116 |
break; |
| 117 |
case 13: |
| 118 |
cutscene_audio_fade(cutscene_music, 1, 300, 0.75, true); |
| 119 |
break; |
| 120 |
case 14: |
| 121 |
cutscene_dialogue(); |
| 122 |
with (msg) |
| 123 |
{ |
| 124 |
position = 1; |
| 125 |
message[0] = "* It's time for us to# dual!"; |
| 126 |
prt[0] = 422; |
| 127 |
talker[0] = actor_starlo; |
| 128 |
} |
| 129 |
break; |
| 130 |
case 15: |
| 131 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(arg0, arg1, arg2)
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = arg0;
fade_strength = arg1 / 100;
audio_stop = arg2;
if (audio_stop == false)
audio_resume_sound(arg0);
}
} (cutscene_music, 5, 1); |
| 132 |
cutscene_advance(); |
| 133 |
break; |
| 134 |
case 16: |
| 135 |
cutscene_wait(2); |
| 136 |
break; |
| 137 |
case 17: |
| 138 |
cutscene_dialogue(); |
| 139 |
with (msg) |
| 140 |
{ |
| 141 |
position = 1; |
| 142 |
message[0] = "* You mean \"duel.\""; |
| 143 |
prt[0] = 447; |
| 144 |
talker[0] = actor_moray; |
| 145 |
} |
| 146 |
break; |
| 147 |
case 18: |
| 148 |
cutscene_wait(1); |
| 149 |
break; |
| 150 |
case 19: |
| 151 |
cutscene_npc_direction(actor_starlo, "right"); |
| 152 |
break; |
| 153 |
case 20: |
| 154 |
cutscene_dialogue(); |
| 155 |
with (msg) |
| 156 |
{ |
| 157 |
position = 1; |
| 158 |
message[0] = "* That's what I said."; |
| 159 |
message[1] = "* No, you pronounced it# with a \"UA\" sound# instead of a \"OO\" sound."; |
| 160 |
message[2] = "* Boss, have you been# skippin' Cowboy Grammar# Class?"; |
| 161 |
message[3] = "* Dual, duel, who cares?# Tomato potato and all# that."; |
| 162 |
message[4] = "* Y'all need to quit# interrupin' me so often."; |
| 163 |
message[5] = "* Upsets my frontier zen."; |
| 164 |
prt[0] = 413; |
| 165 |
prt[1] = 437; |
| 166 |
prt[2] = 453; |
| 167 |
prt[3] = 410; |
| 168 |
prt[4] = 410; |
| 169 |
prt[5] = 410; |
| 170 |
talker[0] = actor_starlo; |
| 171 |
talker[1] = actor_ace; |
| 172 |
talker[2] = actor_ed; |
| 173 |
talker[3] = actor_starlo; |
| 174 |
if (message_current == 3) |
| 175 |
{ |
| 176 |
with (actor_starlo) |
| 177 |
npc_direction = "down"; |
| 178 |
} |
| 179 |
} |
| 180 |
break; |
| 181 |
case 21: |
| 182 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(arg0, arg1, arg2)
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = arg0;
fade_strength = arg1 / 100;
audio_stop = arg2;
if (audio_stop == false)
audio_resume_sound(arg0);
}
} (cutscene_music, 5, false); |
| 183 |
cutscene_advance(); |
| 184 |
case 22: |
| 185 |
cutscene_dialogue(); |
| 186 |
with (msg) |
| 187 |
{ |
| 188 |
position = 1; |
| 189 |
message[0] = "* Where was I?"; |
| 190 |
message[1] = "* Oh yeah, it's time to# d..."; |
| 191 |
message[2] = "* Participate in a# carefully timed# shootin' competition."; |
| 192 |
message[3] = "* Mooch! Provide Clover# with the designated# tool."; |
| 193 |
prt[0] = 421; |
| 194 |
prt[1] = 417; |
| 195 |
prt[2] = 421; |
| 196 |
prt[3] = 417; |
| 197 |
talker[0] = actor_starlo; |
| 198 |
} |
| 199 |
break; |
| 200 |
case 23: |
| 201 |
cutscene_npc_walk(actor_mooch, obj_pl.x, obj_pl.y + 20, 3, "x", "up"); |
| 202 |
break; |
| 203 |
case 24: |
| 204 |
cutscene_dialogue(); |
| 205 |
with (msg) |
| 206 |
{ |
| 207 |
position = 1; |
| 208 |
message[0] = "* Here's a BB gun for the# duel!"; |
| 209 |
message[1] = "* I'll uh... take that# sixshooter off your# hands for now."; |
| 210 |
message[2] = "* Mooooch? Bring the gun# here."; |
| 211 |
message[3] = "* That's what I was gonna# do, Moray."; |
| 212 |
message[4] = "* Get off my back, will# ya?"; |
| 213 |
prt[0] = 458; |
| 214 |
prt[1] = 462; |
| 215 |
prt[2] = 445; |
| 216 |
prt[3] = 460; |
| 217 |
prt[4] = 460; |
| 218 |
talker[0] = actor_mooch; |
| 219 |
talker[2] = actor_moray; |
| 220 |
talker[3] = actor_mooch; |
| 221 |
} |
| 222 |
break; |
| 223 |
case 25: |
| 224 |
cutscene_npc_walk(actor_mooch, actor_moray.x, actor_moray.y + 20, 3, "y", "up"); |
| 225 |
break; |
| 226 |
case 26: |
| 227 |
cutscene_wait(1); |
| 228 |
break; |
| 229 |
case 27: |
| 230 |
cutscene_npc_walk(actor_mooch, 760, 440, 3, "x", "up"); |
| 231 |
break; |
| 232 |
case 28: |
| 233 |
cutscene_wait(0.5); |
| 234 |
break; |
| 235 |
case 29: |
| 236 |
cutscene_dialogue(); |
| 237 |
with (msg) |
| 238 |
{ |
| 239 |
position = 1; |
| 240 |
message[0] = "* Alright. It's finally# time to go head to hea-"; |
| 241 |
message[1] = "* Wait."; |
| 242 |
message[2] = "* What is it, Ace?"; |
| 243 |
message[3] = "* What could possibly be# so pressin' to interrupt# the mission again?"; |
| 244 |
message[4] = "* You forgot the safety# glasses."; |
| 245 |
message[5] = "* Gee, boss. You coulda# hurt Clover."; |
| 246 |
message[6] = "* Right..."; |
| 247 |
message[7] = "* I take responsibility# and apologize for the# oversight."; |
| 248 |
message[8] = "* Bring the glasses here."; |
| 249 |
prt[0] = 422; |
| 250 |
prt[1] = 439; |
| 251 |
prt[2] = 416; |
| 252 |
prt[3] = 416; |
| 253 |
prt[4] = 435; |
| 254 |
prt[5] = 454; |
| 255 |
prt[6] = 412; |
| 256 |
prt[7] = 412; |
| 257 |
prt[8] = 417; |
| 258 |
talker[0] = actor_starlo; |
| 259 |
talker[1] = actor_ace; |
| 260 |
talker[2] = actor_starlo; |
| 261 |
talker[4] = actor_ace; |
| 262 |
talker[5] = actor_ed; |
| 263 |
talker[6] = actor_starlo; |
| 264 |
if (message_current == 1 && counter == 0) |
| 265 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(arg0, arg1, arg2)
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = arg0;
fade_strength = arg1 / 100;
audio_stop = arg2;
if (audio_stop == false)
audio_resume_sound(arg0);
}
} (other.cutscene_music, 5, true); |
| 266 |
} |
| 267 |
break; |
| 268 |
case 30: |
| 269 |
scr_music_sudden_stopscr_music_sudden_stopfunction scr_music_sudden_stop(arg0, arg1, arg2)
{
with (instance_create(0, 0, obj_audio_sudden_stop_helper))
{
audio_to_fade = arg0;
fade_strength = arg1 / 100;
audio_stop = arg2;
if (audio_stop == false)
audio_resume_sound(arg0);
}
} (other.cutscene_music, 5, false); |
| 270 |
cutscene_advance(); |
| 271 |
break; |
| 272 |
case 31: |
| 273 |
cutscene_npc_walk(actor_ace, actor_starlo.x, actor_starlo.y + 20, 3, "x", "up"); |
| 274 |
break; |
| 275 |
case 32: |
| 276 |
cutscene_dialogue(); |
| 277 |
with (msg) |
| 278 |
{ |
| 279 |
position = 1; |
| 280 |
message[0] = "* (I want the pair with# the blue flames.)"; |
| 281 |
message[1] = "* (Red flames clash with# my uniform.)"; |
| 282 |
message[2] = "* Here."; |
| 283 |
prt[0] = 407; |
| 284 |
prt[1] = 407; |
| 285 |
prt[2] = 434; |
| 286 |
talker[0] = actor_starlo; |
| 287 |
talker[2] = actor_ace; |
| 288 |
} |
| 289 |
break; |
| 290 |
case 33: |
| 291 |
cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true); |
| 292 |
break; |
| 293 |
case 34: |
| 294 |
cutscene_wait(0.5); |
| 295 |
break; |
| 296 |
case 35: |
| 297 |
cutscene_npc_reset_sprite(actor_ace, "up"); |
| 298 |
break; |
| 299 |
case 36: |
| 300 |
cutscene_npc_set_sprites(actor_starlo, 214, 213, 215, 210, 214, 220, 218, 219); |
| 301 |
break; |
| 302 |
case 37: |
| 303 |
cutscene_npc_walk(actor_ace, actor_clover.x, actor_clover.y + 20, 3, "x", "up"); |
| 304 |
break; |
| 305 |
case 38: |
| 306 |
cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true); |
| 307 |
break; |
| 308 |
case 39: |
| 309 |
cutscene_wait(0.5); |
| 310 |
break; |
| 311 |
case 40: |
| 312 |
cutscene_npc_reset_sprite(actor_ace, "up"); |
| 313 |
break; |
| 314 |
case 41: |
| 315 |
cutscene_npc_set_sprites(actor_clover, 28, 26, 27, 25, 28, 26, 27, 25); |
| 316 |
break; |
| 317 |
case 42: |
| 318 |
cutscene_wait(0.5); |
| 319 |
break; |
| 320 |
case 43: |
| 321 |
cutscene_npc_walk(actor_ace, 680, 440, 3, "y", "up"); |
| 322 |
break; |
| 323 |
case 44: |
| 324 |
cutscene_wait(0.5); |
| 325 |
break; |
| 326 |
case 45: |
| 327 |
cutscene_npc_direction(actor_starlo, "left"); |
| 328 |
break; |
| 329 |
case 46: |
| 330 |
cutscene_dialogue(); |
| 331 |
with (msg) |
| 332 |
{ |
| 333 |
position = 1; |
| 334 |
message[0] = "* Now we're in business!"; |
| 335 |
message[1] = "* Alllrighty, Clover!"; |
| 336 |
message[2] = "* We're gonna take ten# paces and turn to face# each other."; |
| 337 |
message[3] = "* When you hear the# \"draw\" sound..."; |
| 338 |
message[4] = "* Grab yer gun and shoot# me as fast as you can!"; |
| 339 |
message[5] = "* Here we go!"; |
| 340 |
prt[0] = 422; |
| 341 |
prt[1] = 417; |
| 342 |
prt[2] = 417; |
| 343 |
prt[3] = 417; |
| 344 |
prt[4] = 419; |
| 345 |
prt[5] = 422; |
| 346 |
talker[0] = actor_starlo; |
| 347 |
if (message_current == 1) |
| 348 |
actor_clover.npc_direction = "right"; |
| 349 |
} |
| 350 |
break; |
| 351 |
case 47: |
| 352 |
cutscene_audio_fade(cutscene_music, 0, 500, 1, false, true); |
| 353 |
break; |
| 354 |
case 48: |
| 355 |
cutscene_sfx_play(179, 1); |
| 356 |
cutscene_npc_walk(actor_starlo, 700, 490, 2, "x", "right"); |
| 357 |
cutscene_npc_walk(actor_clover, 740, 490, 2, "x", "left"); |
| 358 |
cutscene_npc_walk(actor_ace, 700, 378, 3, "x", "down"); |
| 359 |
cutscene_npc_walk(actor_mooch, 740, 375, 3, "y", "down"); |
| 360 |
cutscene_npc_direction(actor_ed, "down"); |
| 361 |
cutscene_npc_direction(actor_moray, "down"); |
| 362 |
cutscene_camera_move(720, 440, 1); |
| 363 |
cutscene_advance(49); |
| 364 |
break; |
| 365 |
case 49: |
| 366 |
if (actor_clover.npc_arrived && actor_starlo.npc_arrived) |
| 367 |
cutscene_advance(); |
| 368 |
break; |
| 369 |
case 50: |
| 370 |
cutscene_wait(1); |
| 371 |
break; |
| 372 |
case 51: |
| 373 |
cutscene_npc_walk(actor_starlo, 580, 490, 1, "x", "right"); |
| 374 |
cutscene_npc_walk(actor_clover, 860, 490, 1, "x", "left"); |
| 375 |
cutscene_advance(52); |
| 376 |
break; |
| 377 |
case 52: |
| 378 |
if (actor_clover.npc_arrived && actor_starlo.npc_arrived) |
| 379 |
cutscene_advance(); |
| 380 |
break; |
| 381 |
case 53: |
| 382 |
cutscene_npc_action_sprite(actor_starlo, 221, 0, true); |
| 383 |
actor_starlo.image_index = 0; |
| 384 |
cutscene_npc_action_sprite(actor_clover, 30, 0, true); |
| 385 |
cutscene_advance(54); |
| 386 |
break; |
| 387 |
case 54: |
| 388 |
if (cutscene_duel_timer == 0) |
| 389 |
cutscene_duel_timer = irandom_range(1, 5); |
| 390 |
cutscene_wait(cutscene_duel_timer); |
| 391 |
if (cutscene_key_prompt()) |
| 392 |
{ |
| 393 |
audio_play_sound(snd_fail, 1, 0); |
| 394 |
cutscene_advance(61); |
| 395 |
} |
| 396 |
break; |
| 397 |
case 55: |
| 398 |
cutscene_duel_timer = 0; |
| 399 |
cutscene_duel_delay = 10; |
| 400 |
instance_create(160, 90, obj_duel_mark); |
| 401 |
cutscene_advance(); |
| 402 |
break; |
| 403 |
case 56: |
| 404 |
if (cutscene_key_prompt()) |
| 405 |
{ |
| 406 |
if (actor_clover.image_speed == 0) |
| 407 |
actor_clover.image_speed = 0.5; |
| 408 |
} |
| 409 |
if (actor_starlo.image_speed == 0) |
| 410 |
{ |
| 411 |
if (cutscene_duel_delay > 0) |
| 412 |
cutscene_duel_delay -= 1; |
| 413 |
if (cutscene_duel_delay == 0) |
| 414 |
actor_starlo.image_speed = 0.5; |
| 415 |
} |
| 416 |
cutscene_sfx_play_at_frame(actor_clover, 6, 248); |
| 417 |
if (!audio_is_playing(snd_duel_shot)) |
| 418 |
cutscene_sfx_play_at_frame(actor_starlo, 6, 230); |
| 419 |
if (actor_clover.image_index >= 6) |
| 420 |
cutscene_advance(63); |
| 421 |
else |
| 422 |
cutscene_animation_end(actor_starlo, true); |
| 423 |
break; |
| 424 |
case 57: |
| 425 |
cutscene_npc_action_sprite(actor_clover, 31, 0.5, true, 0); |
| 426 |
case 58: |
| 427 |
cutscene_wait(1); |
| 428 |
break; |
| 429 |
case 59: |
| 430 |
cutscene_dialogue(); |
| 431 |
with (msg) |
| 432 |
{ |
| 433 |
message[0] = "* Awww, too bad!"; |
| 434 |
message[1] = "* Let's try one more time!"; |
| 435 |
prt[0] = 406; |
| 436 |
prt[1] = 417; |
| 437 |
talker[0] = actor_starlo; |
| 438 |
} |
| 439 |
break; |
| 440 |
case 60: |
| 441 |
cutscene_sfx_play(180, 1); |
| 442 |
cutscene_advance(53); |
| 443 |
break; |
| 444 |
case 61: |
| 445 |
cutscene_dialogue(); |
| 446 |
with (msg) |
| 447 |
{ |
| 448 |
message[0] = "* Whoa, whoa, whoa!"; |
| 449 |
message[1] = "* You gotta wait for# the signal, or it# ain't fair!"; |
| 450 |
message[2] = "* Let's try one more time!"; |
| 451 |
prt[0] = 426; |
| 452 |
prt[1] = 419; |
| 453 |
prt[2] = 417; |
| 454 |
talker[0] = actor_starlo; |
| 455 |
} |
| 456 |
break; |
| 457 |
case 62: |
| 458 |
cutscene_advance(53); |
| 459 |
break; |
| 460 |
case 63: |
| 461 |
cutscene_npc_action_sprite(actor_starlo, 222, 0, true, 0); |
| 462 |
cutscene_advance(64); |
| 463 |
break; |
| 464 |
case 64: |
| 465 |
cutscene_camera_move(480, 440, 3, true); |
| 466 |
cutscene_advance(65); |
| 467 |
break; |
| 468 |
case 65: |
| 469 |
if (cutscene_npc_path_start(actor_starlo, 56, 2)) |
| 470 |
{ |
| 471 |
actor_starlo.image_index = 1; |
| 472 |
scr_screenshakescr_screenshakefunction scr_screenshake(arg0, arg1)
{
if (instance_exists(obj_screenshake_player))
exit;
with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player))
{alarm[0]
intensity = arg1;
}
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (30, 3); |
| 473 |
cutscene_sfx_play(293, 1); |
| 474 |
cutscene_music_start(193); |
| 475 |
} |
| 476 |
break; |
| 477 |
case 66: |
| 478 |
cutscene_wait(2); |
| 479 |
break; |
| 480 |
case 67: |
| 481 |
cutscene_dialogue(); |
| 482 |
with (msg) |
| 483 |
{ |
| 484 |
message[0] = "* Ah... Clover got me..."; |
| 485 |
prt[0] = 416; |
| 486 |
sndfnt_array[0] = 107; |
| 487 |
} |
| 488 |
break; |
| 489 |
case 68: |
| 490 |
cutscene_npc_walk(actor_ace, 430, 445, 4, "y", "down"); |
| 491 |
cutscene_npc_walk(actor_mooch, 470, 445, 4, "y", "down"); |
| 492 |
cutscene_npc_walk(actor_ed, 390, 465, 3, "y", "down"); |
| 493 |
cutscene_npc_walk(actor_moray, 510, 465, 4, "y", "down"); |
| 494 |
cutscene_npc_walk(actor_clover, 520, 485, 4, "y", "left"); |
| 495 |
cutscene_advance(); |
| 496 |
break; |
| 497 |
case 69: |
| 498 |
if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived && actor_clover.npc_arrived) |
| 499 |
cutscene_advance(); |
| 500 |
break; |
| 501 |
case 70: |
| 502 |
cutscene_dialogue(); |
| 503 |
with (msg) |
| 504 |
{ |
| 505 |
message[0] = "* Star! Star! Are you# okay?"; |
| 506 |
message[1] = "* Pretty much... the# opposite of that..."; |
| 507 |
message[2] = "* Oh, Star... I'm so# sorry..."; |
| 508 |
message[3] = "* Who... who will you# give your inheritance# to?"; |
| 509 |
message[4] = "* Not... you..."; |
| 510 |
message[5] = "* Heck."; |
| 511 |
message[6] = "* Clover... this was...# your..."; |
| 512 |
message[7] = "* Emotional trauma test!"; |
| 513 |
prt[0] = 450; |
| 514 |
prt[1] = 416; |
| 515 |
prt[2] = 461; |
| 516 |
prt[3] = 455; |
| 517 |
prt[4] = 416; |
| 518 |
prt[5] = 460; |
| 519 |
prt[6] = 416; |
| 520 |
prt[7] = 415; |
| 521 |
talker[0] = actor_moray; |
| 522 |
talker[1] = -4; |
| 523 |
talker[2] = actor_mooch; |
| 524 |
talker[4] = -4; |
| 525 |
talker[5] = actor_mooch; |
| 526 |
talker[6] = -4; |
| 527 |
sndfnt_array[1] = 107; |
| 528 |
sndfnt_array[4] = 107; |
| 529 |
sndfnt_array[6] = 107; |
| 530 |
} |
| 531 |
break; |
| 532 |
case 71: |
| 533 |
cutscene_music_start(184); |
| 534 |
break; |
| 535 |
case 72: |
| 536 |
if (cutscene_npc_reset_sprite(actor_starlo, "right")) |
| 537 |
audio_play_sound(snd_playerjump, 1, 0); |
| 538 |
break; |
| 539 |
case 73: |
| 540 |
cutscene_npc_path_start(actor_starlo, 58, 3); |
| 541 |
break; |
| 542 |
case 74: |
| 543 |
cutscene_wait(1); |
| 544 |
break; |
| 545 |
case 75: |
| 546 |
cutscene_dialogue(); |
| 547 |
with (msg) |
| 548 |
{ |
| 549 |
message[0] = "* This job ain't all# swealterstones and# rainbows, ya understand?"; |
| 550 |
message[1] = "* Ya might end up hurtin'# someone and must carry# that weight on yer back."; |
| 551 |
message[2] = "* Hope I didn't scar ya!"; |
| 552 |
message[3] = "* Anyway, you pass!"; |
| 553 |
message[4] = "* I'll be waitin' in the# Saloon again when ye're# ready for mission three!"; |
| 554 |
message[5] = "* I'm seein' good things# in ya, kid!"; |
| 555 |
prt[0] = 419; |
| 556 |
prt[1] = 421; |
| 557 |
prt[2] = 417; |
| 558 |
prt[3] = 422; |
| 559 |
prt[4] = 417; |
| 560 |
prt[5] = 417; |
| 561 |
talker[0] = actor_starlo; |
| 562 |
} |
| 563 |
break; |
| 564 |
case 76: |
| 565 |
cutscene_npc_walk(actor_starlo, 700, 180, 3, "x", "up", 1872); |
| 566 |
cutscene_advance(); |
| 567 |
break; |
| 568 |
case 77: |
| 569 |
cutscene_wait(2); |
| 570 |
break; |
| 571 |
case 78: |
| 572 |
if (cutscene_npc_walk(actor_ace, actor_clover.x, actor_clover.y + 20, 3, "y", "up")) |
| 573 |
cutscene_advance(79); |
| 574 |
cutscene_npc_walk(actor_mooch, 160, 380, 3, "x", "up"); |
| 575 |
cutscene_npc_walk(actor_ed, 160, 380, 3, "x", "right"); |
| 576 |
cutscene_npc_walk(actor_moray, 160, 380, 3, "y", "left"); |
| 577 |
break; |
| 578 |
case 79: |
| 579 |
if (cutscene_dialogue()) |
| 580 |
instance_destroy(actor_clover); |
| 581 |
with (msg) |
| 582 |
{ |
| 583 |
message[0] = "* Here's your iron. Also,# I'll be needing those# glasses."; |
| 584 |
prt[0] = 435; |
| 585 |
talker[0] = actor_ace; |
| 586 |
} |
| 587 |
break; |
| 588 |
case 80: |
| 589 |
cutscene_npc_walk(actor_ace, __view_get(e__VW.XView, 0) - 20, actor_ace.y, 3, "x", "up"); |
| 590 |
break; |
| 591 |
case 81: |
| 592 |
cutscene_camera_move(520, 485, 3, false); |
| 593 |
break; |
| 594 |
case 82: |
| 595 |
cutscene_audio_fade(cutscene_music, 0, 300, 0.35, false, true); |
| 596 |
break; |
| 597 |
case 83: |
| 598 |
scr_cutscene_end(); |
| 599 |
instance_destroy(actor_starlo); |
| 600 |
instance_destroy(actor_ed); |
| 601 |
instance_destroy(actor_moray); |
| 602 |
instance_destroy(actor_mooch); |
| 603 |
instance_destroy(actor_ace); |
| 604 |
__view_set(e__VW.Object, 0, obj_pl); |
| 605 |
global.dunes_flag[20] = 5; |
| 606 |
instance_destroy(); |
| 607 |
instance_create(720, 380, obj_determination); |
| 608 |
audio_stop_sound(cutscene_music); |
| 609 |
scr_radio_restart(); |
| 610 |
scr_radio_fadescr_radio_fadefunction scr_radio_fade(arg0, arg1)
{
var fade_vol = arg0;
var fade_len = arg1;
with (obj_radio)
audio_sound_gain(current_song, fade_vol, fade_len);
} (1, 0); |
| 611 |
break; |
| 612 |
} |
| 613 |
|
| 614 |
enum e__VW |
| 615 |
{ |
| 616 |
XView, |
| 617 |
YView, |
| 618 |
WView, |
| 619 |
HView, |
| 620 |
Angle, |
| 621 |
HBorder, |
| 622 |
VBorder, |
| 623 |
HSpeed, |
| 624 |
VSpeed, |
| 625 |
Object, |
| 626 |
Visible, |
| 627 |
XPort, |
| 628 |
YPort, |
| 629 |
WPort, |
| 630 |
HPort, |
| 631 |
Camera, |
| 632 |
SurfaceID |
| 633 |
} |