event_inherited() if obj_axis_npc.interact other.scene = 1 if (global.route == 1 && global.sworks_flag[61] == 0) { switch scene { case 1: scr_text() switch npc_flag { case 0: cutscene_dialogue() with (msg) { color = true col_modif[0] = 16711935 message[0] = "* WHO GOES THERE???" message[1] = "* IT IS NOT YOU BECAUSE I# GO THERE." message[2] = "* SCANNING_" message_col[2][0] = "* SCANNING_" prt[0] = 473 prt[1] = 473 sndfnt_array[0] = 111 sndfnt_array[2] = 391 } obj_axis_npc.npc_direction_hold = "nothing" break case 1: with (msg) { talker[0] = 1166 message[0] = "* YES, I HAD TO SCAN YOU# TO REMEMBER." message[1] = "* IT IS STANDARD# PROCEDURE AFTER A# RECHARGE." message[2] = "* AH, THE PRECIOUS# MEMORIES ARE FLOODING# BACK." message[3] = "* WE ALMOST MURDERED EACH# OTHER SO MANY TIMES." message[4] = "* LMAO." message[5] = "* WHAT? THAT IS A THING I# SAY NOW." message[6] = "* SOUS-BORG TAUGHT ME." message[7] = "* IT MEANS \"LET'S MAKE AN# OMELETTE.\"" prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 prt[7] = 473 } scene = 0 npc_flag += 1 break case 2: with (msg) { talker[0] = 1166 message[0] = "* SAY, WHERE DOES A BOT# FIND A HAT LIKE YOURS?" message[1] = "* I WOULD ROCK A CAP LIKE# THAT." message[2] = "* MIGHT TURN SOME HEADS,# YOU KNOW?" message[3] = "* UH WELL, I SUPPOSE I# NEVER MENTIONED IT# BUT..." message[4] = "* WOW, THIS IS# EMBARRASSING." message[5] = "* I CAN FEEL MY FACE# TURNING BRIGHT GRAY." message[6] = "* YOU KNOW WHAT?# NEVERMIND." message[7] = "* IT IS BETWEEN ME AND MY# E-DIARY." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 prt[7] = 473 } scene = 0 npc_flag += 1 break case 3: with (msg) { talker[0] = 1166 message[0] = "* HAVE FUN IN THE# STEAMWORKS, HUMAN." message[1] = "* IF YOU PLAN TO TAKE A# SWIM IN THE BOILING# LAKE, BRING FLOATIES." message[2] = "* THE LIFEGUARD WAS# RECENTLY PROMOTED TO A# DEATHGUARD." message[3] = "* TRAGIC. LMAO." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 } scene = 0 break } break case 2: if global.dialogue_open return; scr_cutscene_start() with (obj_pl) scr_axis_clover_scan() cutscene_sfx_play(snd_elevator, 1) audio_sound_pitch(snd_elevator, 2) break case 3: cutscene_wait(3) break case 4: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* AH, HELLO \"HATTED# HUMAN.\"" message[1] = "* HOPE YOU ARE WELL THIS# FINE EVENING." prt[0] = 473 prt[1] = 473 } break case 5: scr_cutscene_end() scene = 0 npc_flag += 1 obj_axis_npc.npc_direction = "down" break } } else if ((global.route == 2 || global.sworks_flag[61] == 1) && scene == 1) { scr_text() switch npc_flag { case 0: with (msg) { talker[0] = 1166 message[0] = "* HELLO, HUMAN." message[1] = "* YOU CAUGHT ME ON A DATE# WITH THE LOVELY." message[2] = "* TURNS OUT I DID NOT# HAVE TO RECHARGE." message[3] = "* YEP, I CAN RUN ON LOVE# ALONE. WHO KNEW?" message[4] = "* STILL, I DID SPEND SOME# TIME IN MY LOCKER." message[5] = "* WHY?" message[6] = "* SEVEN MINUTES IN# HEAVEN." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 } npc_flag += 1 break case 1: with (msg) { talker[0] = 1166 message[0] = "* HOW INFORMAL OF ME." message[1] = "* I DID NOT INTRODUCE YOU# TO MY SPOUSE." message[2] = "* THIS IS DAISY. " message[3] = "* MY SPOUSE." message[4] = "* THEY ARE NAMED AFTER# THE FLOWER." message[5] = "* IT IS MUCH DIFFERENT# FROM THE PLANTS HERE." message[6] = "* FOR ONE, IT HAS COLOR." message[7] = "* FOR TWO, IT DOES NOT# SMELL OF BLEACH." message[8] = "* JUST LIKE MY SPOUSE." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 prt[7] = 473 prt[8] = 473 } npc_flag += 1 break case 2: with (msg) { talker[0] = 1166 message[0] = "* SOONER OR LATER..." message[1] = "* I SUPPOSE WE WILL HAVE# TO ESTABLISH OUR NEW# SOCIETY." message[2] = "* THAT WILL BE TRICKY." message[3] = "* MR. SCREEN WANTS THIS# \"TYRANNICAL GOVERNMENT\"# THING." message[4] = "* I TRIED TO PLAY IT OUT.# YOU KNOW, LOOK AT THE# PROS AND CONS." message[5] = "* BUT SADLY, I DO NOT SEE# THE OTHER BOTS JIVING# WITH IT." message[6] = "* HATE TO CRUSH MR.# SCREEN'S DREAMS, BUT IT# IS WHAT IT IS." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 } npc_flag += 1 break case 3: with (msg) { color = true col_modif[0] = 16711935 sndfnt_array[0] = 111 sndfnt_array[10] = 391 sndfnt_array[13] = 111 message[0] = "* SAY, WHERE DID THE TALL# LADY GO?" message[1] = "* DID YOU NOT HAVE# BUSINESS IN HOTLAND?" message[2] = "* OH NO." message[3] = "* YOU DID NOT GET# SEPARATED, DID YOU?" message[4] = "* I KNOW YOUNG FOLK GET# LOST IN SUPERMARKETS ALL# THE TIME." message[5] = "* AND IF YOU THINK ABOUT# IT..." message[6] = "* THE STEAMWORKS MIGHT BE# BIGGER THAN A# SUPERMARKET." message[7] = "* WHAT IF... WHAT IF MY# FUTURE CHILD GETS LOST# IN HERE?" message[8] = "* THIS IS NOT GOOD. NOT# GOOD AT ALL." message[9] = "* YOU GOT ME SLIPPING# INTO THE ANXIETY ZONE." message[10] = "* *BEEP BEEP*" message[11] = "* ANXIETY ZONE REACHED_" message[12] = "* SEARCHING FOR RATIONAL_" message_col[10][0] = "* *BEEP BEEP*" message_col[11][0] = "* ANXIETY ZONE REACHED_" message_col[12][0] = "* SEARCHING FOR RATIONAL_" message[13] = "* OH, I KNOW." message[14] = "* I WILL INSTALL A# TRACKER IN MY CHILD." message[15] = "* GENIUS. " message[16] = "* I JUST SOLVED 90% OF# PARENTAL PROBLEMS." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 prt[6] = 473 prt[7] = 473 prt[8] = 473 prt[9] = 473 prt[13] = 473 prt[14] = 473 prt[15] = 473 prt[16] = 473 } npc_flag += 1 break case 4: with (msg) { talker[0] = 1166 message[0] = "* THAT IS ALL THE# \"CATCHING UP\" I HAD# PLANNED." message[1] = "* HOPE YOUR LIFE TURNS# OUT AS SICK AS MINE." message[2] = "* GOODBYE, HUMAN." prt[0] = 473 prt[1] = 473 prt[2] = 473 } break } scene = 0 }