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gml_Object_obj_wild_east_endgame_cutscene_01_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 -1:
6
        cutscene_camera_freeze(720, 440);
7
        break;
8
    case 0:
9
        cutscene_wait(2);
10
        break;
11
    case 1:
12
        audio_resume_sound(obj_radio.current_song);
13
        cutscene_advance();
14
        break;
15
    case 2:
16
        if (draw_alpha > 0)
17
            draw_alpha -= 0.05;
18
        else
19
            cutscene_advance();
20
        break;
21
    case 3:
22
        instance_create(camera_get_view_x(view_camera[0]) + 320 + 40, obj_pl.y, obj_ed_npc);
23
        cutscene_advance();
24
        break;
25
    case 4:
26
        cutscene_npc_set_sprites(1162, 155, 152, 154, 150, 155, 152, 154, 150);
27
        break;
28
    case 5:
29
        cutscene_npc_walk(1162, 720, obj_ed_npc.y, 3, "x", "up");
30
        break;
31
    case 6:
32
        if (cutscene_npc_action_sprite(1162, 156, 0.3, false, 0, 237, 6))
33
        {
34
            cutscene_npc_set_sprites(1162, 141, 140, 142, 139, 147, 146, 144, 145);
35
            scene -= 1;
36
        }
37
        break;
38
    case 7:
39
        cutscene_instance_create(obj_ed_npc.x, obj_ed_npc.y - 10, 1168);
40
        break;
41
    case 8:
42
        cutscene_npc_direction(1168, "down");
43
        break;
44
    case 9:
45
        cutscene_npc_walk(1162, 660, 500, 3, "y", "right");
46
        break;
47
    case 10:
48
        var camera_y = camera_get_view_y(view_camera[0]);
49
        instance_create(680, camera_y - 30, obj_mooch_npc);
50
        instance_create(780, camera_y - 50, obj_ace_npc);
51
        instance_create(630, camera_y - 70, obj_moray_npc);
52
        cutscene_advance();
53
        break;
54
    case 11:
55
        cutscene_dialogue();
56
        with (msg)
57
        {
58
            talker[0] = 1162;
59
            talker[1] = 1165;
60
            message[0] = "* Ugh... I'm never#  travelin' via laundry#  chute again!";
61
            message[1] = "* Ed! You're back!";
62
            prt[0] = 454;
63
        }
64
        break;
65
    case 12:
66
        cutscene_npc_direction(1162, "up");
67
        break;
68
    case 13:
69
        cutscene_npc_direction(1168, "up");
70
        break;
71
    case 14:
72
        cutscene_npc_walk(1165, 680, 440, 4, "y", "down");
73
        cutscene_advance();
74
        break;
75
    case 15:
76
        cutscene_wait(0.5);
77
        break;
78
    case 16:
79
        cutscene_npc_walk(1158, 760, 440, 4, "y", "down");
80
        cutscene_advance();
81
        break;
82
    case 17:
83
        cutscene_npc_walk(1167, 720, 430, 4, "y", "down");
84
        cutscene_advance();
85
        break;
86
    case 18:
87
        if (obj_mooch_npc.npc_arrived)
88
            cutscene_sfx_play(373, 1);
89
        break;
90
    case 19:
91
        cutscene_npc_path_start(1165, 58, 3);
92
        break;
93
    case 20:
94
        cutscene_dialogue();
95
        with (msg)
96
        {
97
            talker[0] = 1165;
98
            message[0] = "* And Clover too?";
99
            prt[0] = 455;
100
            position = 0;
101
        }
102
        break;
103
    case 21:
104
        if (!obj_moray_npc.npc_arrived || !obj_ace_npc.npc_arrived)
105
            exit;
106
        cutscene_dialogue();
107
        with (msg)
108
        {
109
            talker[0] = 1167;
110
            talker[2] = 1162;
111
            talker[3] = 1167;
112
            talker[5] = 1158;
113
            talker[6] = 1162;
114
            message[0] = "* I was worried sick#  about you!";
115
            message[1] = "* Where's Star?";
116
            message[2] = "* Ceroba ran away so he#  chased after her.";
117
            message[3] = "* Alone!?";
118
            message[4] = "* Why did you let him do#  that!?";
119
            message[5] = "* Star knows Ceroba more#  than anyone, Moray.";
120
            message[6] = "* Well... I'm not so sure#  of that anymore.";
121
            prt[0] = 449;
122
            prt[1] = 449;
123
            prt[2] = 454;
124
            prt[3] = 450;
125
            prt[4] = 448;
126
            prt[5] = 437;
127
            prt[6] = 454;
128
            if (message_current == 5)
129
                obj_ace_npc.npc_direction = "left";
130
            if (message_current == 6)
131
                obj_ace_npc.npc_direction = "down";
132
            position = 0;
133
        }
134
        break;
135
    case 22:
136
        var camera_y = camera_get_view_y(view_camera[0]);
137
        instance_create(720, camera_y + 240 + 40, obj_martlet_npc);
138
        cutscene_advance();
139
        break;
140
    case 23:
141
        cutscene_npc_walk(1164, 720, 540, 4, "y", "up");
142
        break;
143
    case 24:
144
        obj_player_npc.npc_direction = "down";
145
        obj_ed_npc.npc_direction = "down";
146
        scene++;
147
        break;
148
    case 25:
149
        cutscene_dialogue();
150
        with (msg)
151
        {
152
            talker[0] = 1164;
153
            talker[5] = 1164;
154
            talker[12] = 1164;
155
            talker[15] = 1164;
156
            talker[3] = 1162;
157
            talker[8] = 1162;
158
            talker[13] = 1162;
159
            talker[4] = 1167;
160
            message[0] = "* Clover!";
161
            message[1] = "* Moray messaged me about#  you being in danger...";
162
            message[2] = "* ...so I dropped what I#  was doing and flew over#  here!";
163
            message[3] = "* Why'd you get Feathers#  involved, Moray!?";
164
            message[4] = "* I just thought she#  deserved to know... She#  can help.";
165
            message[5] = "* Thank you for reaching#  out.";
166
            message[6] = "* I heard that you found#  something in Ceroba's#  old house?";
167
            message[7] = "* What was it?";
168
            message[8] = "* We didn't have the time#  to look over everythin'#  closely but...";
169
            message[9] = "* It raised some serious#  concerns.";
170
            message[10] = "* Papers... tapes...#  belonging to Chujin.";
171
            message[11] = "* All way too scientific#  for me.";
172
            message[12] = "* Clover and I can scope#  it out.";
173
            message[13] = "* No way! I was told to#  keep Clover here.";
174
            message[14] = "* There's a potential#  threat to their life!";
175
            message[15] = "* There's always a#  potential threat to#  their life.";
176
            message[16] = "* If anyone can fix this,#  it's Clover.";
177
            prt[0] = 333;
178
            prt[1] = 317;
179
            prt[2] = 320;
180
            prt[3] = 451;
181
            prt[4] = 449;
182
            prt[5] = 321;
183
            prt[6] = 328;
184
            prt[7] = 328;
185
            prt[8] = 454;
186
            prt[9] = 453;
187
            prt[10] = 451;
188
            prt[11] = 454;
189
            prt[12] = 328;
190
            prt[13] = 453;
191
            prt[14] = 453;
192
            prt[15] = 309;
193
            prt[16] = 313;
194
            if (message_current == 3)
195
                obj_ed_npc.npc_direction = "up";
196
            if (message_current == 5)
197
                obj_ed_npc.npc_direction = "down";
198
        }
199
        break;
200
    case 26:
201
        cutscene_wait(0.75);
202
        break;
203
    case 27:
204
        cutscene_npc_direction(1162, "left");
205
        break;
206
    case 28:
207
        cutscene_audio_fade(cutscene_music, 0, 1500, 0.15, false, true);
208
        break;
209
    case 29:
210
        cutscene_wait(0.5);
211
        break;
212
    case 30:
213
        global.dunes_flag[41] = 1;
214
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
215
        cutscene_advance();
216
        break;
217
    case 31:
218
        cutscene_npc_direction(1162, "down");
219
        break;
220
    case 32:
221
        cutscene_dialogue();
222
        with (msg)
223
        {
224
            talker[3] = 1164;
225
            talker[6] = 1164;
226
            talker[0] = 1162;
227
            talker[4] = 1162;
228
            message[0] = "* Fine... Just stay on#  track.";
229
            message[1] = "* I can't have them#  runnin' away or nothin'.";
230
            message[2] = "* You know the way?";
231
            message[3] = "* I believe so.";
232
            message[4] = "* Okay, we'll meet you#  there.";
233
            message[5] = "* I still have to finish#  explainin' everythin' to#  the group.";
234
            message[6] = "* Until then.";
235
            message[7] = "* Come on, Clover.";
236
            prt[0] = 454;
237
            prt[1] = 453;
238
            prt[2] = 451;
239
            prt[3] = 321;
240
            prt[4] = 451;
241
            prt[5] = 451;
242
            prt[6] = 321;
243
            prt[7] = 328;
244
        }
245
        break;
246
    case 33:
247
        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y - 30, 3, "y", "down");
248
        break;
249
    case 34:
250
        cutscene_wait(0.5);
251
        break;
252
    case 35:
253
        cutscene_npc_walk(1164, obj_martlet_npc.x, 700, 3, "y", "down");
254
        scene++;
255
        break;
256
    case 36:
257
        cutscene_npc_walk(1168, obj_player_npc.x, 700, 3, "y", "down");
258
        scene++;
259
        break;
260
    case 37:
261
        cutscene_wait(2.5);
262
        break;
263
    case 38:
264
        persistent = true;
265
        cutscene_change_room(126, 600, 30, 0.03);
266
        break;
267
    case 39:
268
        instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
269
        obj_player_npc.npc_direction = "down";
270
        instance_create(obj_player_npc.x, obj_player_npc.y + 30, obj_martlet_npc);
271
        obj_martlet_npc.npc_direction = "down";
272
        obj_martlet_npc.can_walk = false;
273
        cutscene_advance();
274
        break;
275
    case 40:
276
        cutscene_npc_walk(1164, obj_martlet_npc.x, 140, 3, "y", "down");
277
        cutscene_npc_walk(1168, obj_player_npc.x, 110, 3, "y", "down");
278
        scene++;
279
        break;
280
    case 41:
281
        if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived)
282
            cutscene_wait(0.5);
283
        break;
284
    case 42:
285
        cutscene_npc_direction(1164, "up");
286
        break;
287
    case 43:
288
        cutscene_dialogue();
289
        with (msg)
290
        {
291
            talker[0] = 1164;
292
            message[0] = "* Hey, before we go, I#  need to apologize.";
293
            message[1] = "* I shouldn't have let#  Ceroba take you.";
294
            message[2] = "* I just... I really#  thought I could trust#  her. We all did.";
295
            message[3] = "* And what I had to take#  care of in Snowdin was#  far too impor...";
296
            message[4] = "* You know what? Doesn't#  matter anymore.";
297
            message[5] = "* Let's focus on what Ed#  told us.";
298
            message[6] = "* Concerns regarding#  Chujin he said?";
299
            message[7] = "* Surely it's nothing...#  right? ";
300
            message[8] = "* Chujin was almost like#  a father to me.";
301
            message[9] = "* I don't know where I'd#  be in life without him.";
302
            prt[0] = 317;
303
            prt[1] = 329;
304
            prt[2] = 329;
305
            prt[3] = 317;
306
            prt[4] = 321;
307
            prt[5] = 320;
308
            prt[6] = 321;
309
            prt[7] = 338;
310
            prt[8] = 321;
311
            prt[9] = 317;
312
        }
313
        break;
314
    case 44:
315
        cutscene_npc_direction(1164, "left");
316
        break;
317
    case 45:
318
        cutscene_wait(1);
319
        break;
320
    case 46:
321
        cutscene_npc_direction(1164, "up");
322
        break;
323
    case 47:
324
        cutscene_dialogue();
325
        with (msg)
326
        {
327
            talker[0] = 1164;
328
            message[0] = "* I'll... let you lead.#  Just head to Oasis#  Valley.";
329
            message[1] = "* Nice to see you again,#  by the way.";
330
            prt[0] = 317;
331
            prt[1] = 320;
332
        }
333
        break;
334
    case 48:
335
        cutscene_npc_walk(1164, obj_player_npc.x, obj_player_npc.y - 20, 3, "x", "down");
336
        break;
337
    case 49:
338
        scr_actor_into_follower
scr_actor_into_follower

function scr_actor_into_follower(arg0, arg1) { if (!instance_exists(arg0)) return false; if (arg1 == -4) return false; instance_create(arg0.x, arg0.y, arg1); arg1.x = arg0.x; arg1.y = arg0.y; with (arg0) { switch (npc_direction) { case "up": arg1.sprite_index = arg1.up_sprite_idle; break; case "down": arg1.sprite_index = arg1.down_sprite_idle; break; case "left": arg1.sprite_index = arg1.left_sprite_idle; break; case "right": arg1.sprite_index = arg1.right_sprite_idle; break; } } instance_destroy(arg0); }
(1164, 1170);
339
        global.party_member = 1170;
340
        obj_martlet_follower.dir_new[1] = 270;
341
        obj_martlet_follower.npc_reset = true;
342
        cutscene_advance();
343
        break;
344
    case 50:
345
        instance_destroy(obj_player_npc);
346
        cutscene_end();
347
        break;
348
}