if live_call() return global.live_result; switch scene { case -1: if (room == rm_battle) return; cutscene_wait(2) break case 0: instance_create_depth(137, 151, 0, obj_kanako_npc) obj_kanako_npc.npc_direction = "up" obj_kanako_npc.down_sprite_idle = 3568 instance_create_depth(137, 290, 0, obj_ceroba_npc) obj_ceroba_npc.npc_direction = "up" instance_create_depth(190, 120, 50, obj_flashback_lab_table) cutscene_camera_freeze(0, 0) break case 1: instance_create_depth(0, 0, (depth + 1), obj_ending_flashback_02_noise) scene = 1.5 break case 1.5: draw_alpha = lerp(draw_alpha, 0, 0.15) if (draw_alpha < 0.05) { draw_alpha = 0 cutscene_advance(2) } break case 2: cutscene_wait(1.5) break case 3: if (!instance_exists(obj_ceroba_phase_2_overworld_cutscene_dialogue_chujin)) { msg = instance_create_depth(0, 0, -800, obj_ceroba_phase_2_overworld_cutscene_dialogue_chujin) scene++ } with (msg) { sndfnt = 626 message[0] = "Our little girl... Kanako... She# needs to live a happy life,# unaffected by my endeavors." message[1] = " That is my final wish." } break case 4: if (!global.dialogue_open) cutscene_wait(1) break case 5: draw_alpha = 0 if (!instance_exists(obj_ending_flashback_02_noise)) cutscene_advance() else obj_ending_flashback_02_noise.fade_out = true break case 6: cutscene_wait(1) break case 7: cutscene_npc_action_sprite(159, 860, 1, false) break case 8: instance_create(obj_kanako_npc.x, (obj_kanako_npc.y - 20), obj_cutscene_ex) cutscene_advance() break case 9: cutscene_dialogue() with (msg) { sndfnt = 108 message[0] = "* Kanako!?" position = 1 } break case 10: instance_destroy(obj_cutscene_ex) cutscene_npc_direction(obj_kanako_npc, "down") break case 11: cutscene_npc_set_sprites(obj_ceroba_npc, 81, 80, 78, 79, 61, 65, 60, 63) break case 12: cutscene_npc_walk(1161, obj_kanako_npc.x, 210, 4, "x", "up") break case 13: cutscene_dialogue() with (msg) { message[0] = "* What are you doing down# here!?" prt[0] = 381 talker[0] = 1161 position = 1 } break case 14: cutscene_wait(1) break case 15: cutscene_dialogue() with (msg) { talker[0] = 159 talker[1] = 1161 talker[2] = 159 talker[3] = 1161 talker[4] = 159 talker[6] = 1161 talker[10] = 159 message[0] = "* Is... Is it true?" message[1] = "* ...What?" message[2] = "* Am I... different?" message[3] = "* Kanako I..." message[4] = "* Daddy said he would've# lived a long time if I# wasn't here." message[5] = "* He would still... be..." message[6] = "* No, no!" message[7] = "* Your father loved you!" message[8] = "* And he didn't want to# put you in any danger." message[9] = "* You heard him!" message[10] = "* His dream... All these# books and papers... " message[11] = "* You've been trying to# finish it, haven't you?" prt[0] = 6 prt[1] = 370 prt[2] = 3268 prt[3] = 3757 prt[4] = 3179 prt[5] = 3268 prt[6] = 381 prt[7] = 3757 prt[8] = 3757 prt[9] = 3757 prt[10] = 3113 prt[11] = 6 if (message_current == 2 && other.cutscene_music == 0) { other.cutscene_music = audio_play_sound(mus_kanako_reprise, 1, 1) audio_stop_sound(obj_radio.current_song) } if (message_current == 4) obj_kanako_npc.down_sprite_idle = 3067 if (message_current == 10) obj_kanako_npc.down_sprite_idle = 3568 if (message_current == 5) { skippable = false message_timer = 30 } else { skippable = true message_timer = -1 } position = 1 } break case 16: cutscene_wait(1) break case 17: cutscene_npc_direction(obj_ceroba_npc, "left") break case 18: cutscene_wait(1) break case 19: cutscene_npc_direction(obj_ceroba_npc, "up") break case 20: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[4] = 159 message[0] = "* With my limited# abilities... yes." message[1] = "* But it doesn't involve# you." message[2] = "* I've been looking into# ways to create the serum# without a Boss Monster." message[3] = "* I'll... figure it out.# I have to." message[4] = "* But..." message[5] = "* I found this in the# trash." prt[0] = 377 prt[1] = 371 prt[2] = 377 prt[3] = 609 prt[4] = 3113 prt[5] = 6 position = 1 } break case 21: cutscene_npc_action_sprite(159, 2777, 1, false) obj_kanako_npc.down_sprite_idle = 2634 break case 22: instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), obj_cutscene_ex) cutscene_advance() break case 23: cutscene_wait(1) break case 24: instance_destroy(obj_cutscene_ex) cutscene_advance() break case 25: if cutscene_dialogue() scene = 25.4 with (msg) { color = true col_modif[0] = 4235519 talker[0] = 1161 talker[1] = 159 talker[2] = 1161 talker[3] = 159 talker[5] = 1161 message[0] = "* ! " message[1] = "* You figured it out.# Last week." message[2] = "* I..." message[3] = "* \"Using the leftover# ex... extract from the# human's SOUL..." message_col[3][0] = " \"Using the leftover# ex... extract from the# human's SOUL..." message[4] = "* I believe I have# removed any corruption# it held.\"" message_col[4][0] = " I believe I have# removed any corruption# it held.\"" message[5] = "* ...Negating the need# for someone pure of# heart. Yes." prt[0] = 381 prt[1] = 1144 prt[2] = 3757 prt[3] = 6 prt[4] = 6 prt[5] = 377 switch message_current { case 2: obj_ceroba_npc.npc_direction = "left" break case 3: obj_ceroba_npc.npc_direction = "up" break } position = 1 } break case 25.4: if cutscene_npc_action_sprite(159, 2901, 1, false) scene = 25.6 obj_kanako_npc.down_sprite_idle = 1608 break case 25.6: if cutscene_dialogue() scene = 26 with (msg) { talker[0] = 159 talker[3] = 1161 talker[5] = 159 talker[8] = 1161 talker[10] = 159 talker[12] = 1161 message[0] = "* So you did it!" message[1] = "* Daddy's wish could come# true, right?" message[2] = "* We could make him# smile! Make him proud of# us!" message[3] = "* But..." message[4] = "* He didn't want you to# be a part of this. And I# agree." message[5] = "* Let me do it!" message[6] = "* I want to make things# right. Be useful for# once." message[7] = "* And I trust you to keep# me safe!" message[8] = "* I... I do believe that# the refined method would# work." message[9] = "* I just..." message[10] = "* Please..." message[11] = "* You promised you would# make his dream come# true." message[12] = "* I did." message[13] = "* ..." prt[0] = 2849 prt[1] = 1250 prt[2] = 1250 prt[3] = 2987 prt[4] = 2987 prt[5] = 683 prt[6] = 575 prt[7] = 1250 prt[8] = 3757 prt[9] = 609 prt[10] = 3113 prt[11] = 6 prt[12] = 609 prt[13] = 2987 switch message_current { case 12: obj_ceroba_npc.npc_direction = "left" break } position = 1 } break case 26: scr_audio_fade_out(cutscene_music, 1000) cutscene_wait(1) break case 27: scr_radio_restart() cutscene_npc_direction(obj_ceroba_npc, "up") break case 28: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[3] = 159 message[0] = "* Very well." message[1] = "* But I'll make it quick." message[2] = "* I'll ensure your safety# throughout the# procedure, alright?" message[3] = "* Mm-hmm!" message[4] = "* We'll be the heroes of# the Underground!" message[5] = "* All thanks to you and# daddy!" prt[0] = 377 prt[1] = 370 prt[2] = 370 prt[3] = 2820 prt[4] = 1250 prt[5] = 2849 position = 1 } break case 29: cutscene_wait(1) break case 30: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Heroes, huh?" message[1] = "* That has a nice ring to# it." prt[0] = 395 prt[1] = 372 position = 1 } break case 31: cutscene_wait(0.25) break case 32: cutscene_npc_direction(obj_ceroba_npc, "right") break case 33: cutscene_wait(0.75) break case 34: cutscene_npc_direction(obj_ceroba_npc, "up") break case 35: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Okay, wait here." prt[0] = 377 position = 1 } break case 36: cutscene_npc_set_sprites(obj_ceroba_npc, 67, 68, 66, 69, 61, 65, 60, 63) break case 37: cutscene_npc_walk(1161, 186, 159, 3, "y", "right") if (obj_ceroba_npc.x > obj_kanako_npc.x) obj_kanako_npc.npc_direction = "right" break case 38: cutscene_wait(0.5) break case 39: cutscene_npc_walk(159, obj_kanako_npc.x, 160, 2, "y", "right") cutscene_advance() break case 40: cutscene_npc_action_sprite(1161, 3389, 1, true, 0) if (obj_ceroba_npc.image_index >= 39) { if (obj_flashback_lab_table.image_index == 0) { obj_flashback_lab_table.image_speed = 1 obj_flashback_lab_table.image_index = 1 } } break case 41: cutscene_wait(0.5) break case 42: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* You will need to stand# very still for this." message[1] = "* Close your eyes and I# will begin the# fusion-extraction." prt[0] = 377 prt[1] = 370 position = 1 } break case 43: cutscene_npc_set_sprites(obj_ceroba_npc, 67, 68, 66, 3746, 61, 65, 60, 1457) break case 44: obj_ceroba_npc.action_sprite = false cutscene_npc_walk(1161, 160, obj_kanako_npc.y, 2, "x", "left") break case 45: cutscene_npc_set_sprites(obj_kanako_npc, 1760, 3612, 3036, 1855, 2056, 2605, 1608, 2931) break case 46: cutscene_wait(1) break case 47: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[2] = 159 message[0] = "* You may feel a pinch or# two but it'll all be# over before you know it." message[1] = "* Understood?" message[2] = "* Understood!" prt[0] = 370 prt[1] = 370 prt[2] = 1250 position = 1 } break case 48: cutscene_wait(1) break case 49: cutscene_npc_action_sprite(1161, 3166, 1, true, 0) break case 50: cutscene_wait(1) obj_ceroba_npc.left_sprite_idle = 2842 obj_ceroba_npc.npc_direction = "left" obj_ceroba_npc.action_sprite = false break case 51: if cutscene_dialogue() scene = 51.5 with (msg) { talker[0] = 1161 talker[1] = 159 message[0] = "* You truly believe in# this, don't you?" message[1] = "* Yeah." prt[0] = 370 prt[1] = 1250 position = 1 } break case 51.5: if cutscene_wait(1) scene = 52 break case 52: obj_kanako_npc.npc_dynamic_depth = false obj_kanako_npc.depth = obj_ceroba_npc.depth - 1 cutscene_npc_walk(159, 157, 160, 2, "y", "right") break case 53: obj_kanako_npc.image_alpha = 0 cutscene_npc_action_sprite(1161, 3186, 1, true, 0) break case 54: cutscene_wait(1) break case 55: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[1] = 159 message[0] = "* Love you lots." message[1] = "* Love you more." prt[0] = 2987 prt[1] = 2849 position = 1 } break case 56: cutscene_wait(0.5) break case 57: if cutscene_npc_action_sprite(1161, 3354, 1, true) { obj_ceroba_npc.sprite_index = spr_flashback_ceroba_kneel obj_ceroba_npc.image_index = obj_ceroba_npc.image_number - 1 obj_kanako_npc.image_alpha = 1 scene = 57.5 } break case 57.5: if cutscene_wait(1) scene = 58 break case 58: cutscene_npc_walk(159, 142, 158, 2, "x", "right") break case 59: cutscene_wait(2) break case 60: obj_kanako_npc.image_alpha = 0 cutscene_npc_action_sprite(1161, 457, 1, true, 0) cutscene_advance() break case 61: with (obj_ceroba_npc) { if (image_index >= 6) { image_speed = 0 other.scene++ } } break case 62: cutscene_wait(1.5) break case 63: draw_overlay_alpha += 0.1 if (draw_overlay_alpha >= 1) cutscene_advance() break case 64: with (obj_ceroba_npc) { if (image_speed != 1) image_speed = 1 else if (image_index >= (image_number - 1)) { image_index = image_number - 1 image_speed = 0 other.scene++ } } break case 65: cutscene_wait(1.5) break case 66: instance_create((obj_kanako_npc.x - 1), (obj_kanako_npc.y + 4), obj_flashback_kanako_soul) cutscene_advance() break case 67: cutscene_wait(1) case 68: with (obj_flashback_kanako_soul) { if (image_speed != 1) image_speed = 1 else if (image_index >= (image_number - 1)) { image_index = image_number - 1 image_speed = 0 other.scene++ } } break case 69: cutscene_wait(1) break case 70: obj_flashback_kanako_soul.fade_out = true scene++ break case 71: if (!instance_exists(obj_flashback_kanako_soul)) cutscene_advance() break case 72: draw_overlay_alpha -= 0.1 if (draw_overlay_alpha <= 0) cutscene_advance() break case 73: cutscene_wait(1) break case 74: if cutscene_npc_action_sprite(1161, 3012, 1, true, 0) { obj_kanako_npc.image_alpha = 1 obj_ceroba_npc.sprite_index = spr_flashback_ceroba_kneel obj_ceroba_npc.image_index = obj_ceroba_npc.image_number - 1 } break case 75: cutscene_wait(1) break case 76: obj_ceroba_npc.left_sprite_idle = 63 cutscene_npc_action_sprite(1161, 3457, 1, true, 0) break case 77: cutscene_npc_set_sprites(obj_kanako_npc, 1760, 3491, 3036, 1855, 2056, 1558, 1608, 2931) break case 78: cutscene_wait(2) break case 79: cutscene_npc_walk(1161, 175, obj_ceroba_npc.y, 0.5, "x", "right") break case 80: instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), obj_cutscene_ex) obj_ceroba_npc.action_sprite = true obj_ceroba_npc.image_speed = 0 obj_ceroba_npc.sprite_index = spr_flashback_ceroba_worried obj_kanako_npc.action_sprite = true obj_kanako_npc.sprite_index = spr_flashback_kanako_hurt cutscene_advance() break case 81: cutscene_sfx_play(snd_monster_damage_hit, 1) break case 82: with (obj_kanako_npc) { xstart = x ystart = y } cutscene_advance() case 83: obj_kanako_npc.x = obj_kanako_npc.xstart + (irandom_range(-1, 1)) obj_kanako_npc.y = obj_kanako_npc.ystart + (irandom_range(-1, 1)) if cutscene_wait(1.5) { instance_destroy(obj_cutscene_ex) x = xstart y = ystart } break case 84: draw_alpha_black = 1 instance_create_depth((obj_kanako_npc.x - 1), (obj_kanako_npc.y + 4), (obj_kanako_npc.depth - 1), obj_flashback_kanako_soul) obj_flashback_kanako_soul.image_index = obj_flashback_kanako_soul.image_number - 1 obj_flashback_kanako_soul.image_speed = 0 cutscene_advance() break case 85: cutscene_wait(1) break case 86: obj_flashback_kanako_soul.sprite_index = spr_flashback_kanako_soul_broken cutscene_sfx_play(snd_soul_gameover_hit, 1) break case 87: cutscene_wait(1) break case 88: draw_alpha_black -= 0.05 if (draw_alpha_black <= 0) { obj_flashback_kanako_soul.fade_out = true draw_alpha_black = 0 scene++ } break case 89: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* NO!!!" prt[0] = 393 position = 1 } break case 90: cutscene_npc_set_sprites(obj_ceroba_npc, 81, 80, 78, 79, 61, 65, 60, 63) break case 91: obj_kanako_npc.sprite_index = spr_flashback_kanako_hurt_2 obj_kanako_npc.image_speed = 1 if (obj_kanako_npc.image_index >= (obj_kanako_npc.image_number - 1)) { obj_kanako_npc.image_speed = 0 obj_kanako_npc.image_index = obj_kanako_npc.image_number - 1 scene++ } break case 92: obj_ceroba_npc.x = obj_kanako_npc.x obj_ceroba_npc.y = obj_kanako_npc.y cutscene_npc_action_sprite(1161, 2956, 1, true, 0) obj_kanako_npc.image_alpha = 0 break case 93: cutscene_wait(1) break case 94: cutscene_npc_set_sprites(obj_ceroba_npc, 81, 80, 78, 79, 61, 65, 751, 63) obj_ceroba_npc.npc_direction = "down" obj_ceroba_npc.action_sprite = false break case 95: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* No no no no no no-" message[1] = "* Why didn't it work!?" message[2] = "* Kanako, wake up." message[3] = "* Wake up right now!" message[4] = "* Mommy's here, come on! " message[5] = "* Hey!" prt[0] = 381 prt[1] = 381 prt[2] = 2599 prt[3] = 2599 prt[4] = 2599 prt[5] = 2599 position = 1 } break case 96: if cutscene_wait(1) { } break case 97: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* What..." skippable = false position = 1 } draw_alpha = lerp(draw_alpha, 1, 0.05) if (draw_alpha >= 0.99) { draw_alpha = 1 instance_destroy(obj_dialogue) global.dialogue_open = false scene++ } break case 98: cutscene_wait(1) break case 99: if (!instance_exists(obj_ceroba_phase_2_overworld_cutscene_dialogue_chujin)) { msg = instance_create_depth(0, 0, -800, obj_ceroba_phase_2_overworld_cutscene_dialogue_chujin) scene++ } with (msg) { sndfnt = 108 message[0] = " What have I done?" skippable = false message_timer = 60 position = 1 } break case 100: if (!global.dialogue_open) cutscene_wait(1) break case 101: global.hotland_flag[2] = 3 global.battle_enemy_name = "ceroba" global.battling_boss = true global.battle_start = true global.sound_carry_overworld = false scr_battle_save() room_goto(rm_battle) scene++ break case 102: if (room != rm_battle) return; if instance_exists(obj_battle_fade_in_screen) { instance_destroy(obj_battle_fade_in_screen) instance_create_depth(0, 0, -9999, obj_battle_fade_in_screen_white) } instance_destroy() break }