if live_call() return global.live_result; var axis_talknoise = snd_talk_axis audio_sound_pitch(axis_talknoise, axis_pitch) switch scene { case 0: if (obj_pl.x < 280) { scr_cutscene_start() cutscene_advance(0.25) } break case 0.25: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) cutscene_advance(0.5) break case 0.5: if cutscene_npc_walk(1168, obj_player_npc.x, 160, 3, "y", "left") cutscene_advance(1) break case 1: cutscene_wait(0.5) break case 2: cutscene_camera_move(190, obj_pl.y, 1, false) break case 3: cutscene_audio_fade(obj_radio.current_song, 0, 300, 0.25, false, true) break case 4: cutscene_wait(1) break case 5: tile_layer_hide(-1000) cutscene_advance() break case 6: cutscene_sfx_play(snd_elevator_start, 0.8) break case 7: cutscene_screenshake(0.5, 3) break case 8: cutscene_wait(0.5) break case 9: cutscene_music_start(219) break case 10: cutscene_npc_walk(1166, 190, obj_pl.y, 4, "y", "right", false) break case 11: if cutscene_dialogue() { with (obj_pl) scr_axis_clover_scan() } with (msg) { color = true col_modif[0] = 16711935 col_modif[1] = 16711935 talker[0] = 1166 message[0] = "* AXIS MODEL 014 READY TO# GUARD AND PROTECT." message_col[0][1] = " AXIS " message[1] = "* VANDAL SPOTTED.# STEAMWORKS: EASTERN# BRANCH." message[2] = "* SCANNING_" message_col[2][0] = "* SCANNING_" prt[0] = 473 prt[1] = 473 } break case 12: if global.dialogue_open return; cutscene_sfx_play(snd_elevator, 1) audio_sound_pitch(snd_elevator, 2) break case 13: cutscene_wait(3) break case 14: cutscene_dialogue() with (msg) { color = true col_modif[0] = 16711935 talker[0] = 1166 message[0] = "* HUMAN DETECTED_" message_col[0][0] = "* HUMAN DETECTED_" message[1] = "* WAIT. . ." message[2] = "* THIS IS FAMILIAR." message[3] = "* ACCESSING MEMORY BANK_" message_col[3][0] = "* ACCESSING MEMORY BANK_" prt[1] = 473 prt[2] = 473 } break case 15: if (global.dialogue_open == true) return; cutscene_sfx_play(snd_fail, 1) break case 16: cutscene_wait(1) break case 17: cutscene_dialogue() with (msg) { color = true col_modif[0] = 16711935 talker[0] = 1166 message[0] = "* MEMORY BANK BLOCKED_" message_col[0][0] = "* MEMORY BANK BLOCKED_" message[1] = "* HM." message[2] = "* WELL. IT MATTERS NOT." message[3] = "* THREAT DIAGNOSIS_" message_col[3][0] = "* THREAT DIAGNOSIS_" prt[1] = 473 prt[2] = 473 } break case 18: cutscene_wait(1) break case 19: cutscene_dialogue() with (msg) { color = true col_modif[0] = 255 talker[0] = 1166 message[0] = "* . . ." message[1] = "* THREAT LEVEL: 10_" message[2] = "* EMPATHY: BYPASSED_" prt[0] = 473 message_col[1][0] = "* THREAT LEVEL: 10_" message_col[2][0] = "* EMPATHY: BYPASSED_" switch message_current { case 0: noloop_message = 0 break case 1: if (noloop_message < message_current) { noloop_message = message_current scr_screenshake(6, 2) audio_play_sound(snd_guardener_level10, 1, 0) audio_stop_sound(other.cutscene_music) obj_axis_npc.right_sprite_idle = 107 other.axis_pitch = 0.8 } break } } break case 20: cutscene_wait(0.5) break case 21: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* WELCOME TO THE# STEAMWORKS, HUMAN." message[1] = "* THINGS HAVEN'T BEEN# GOING YOUR WAY, HAVE# THEY?" message[2] = "* I'M AFRAID WHAT YOU ARE# AFTER HAS. . ." message[3] = "* . . .EXPIRED." message[4] = "* FIVE SOULS ARE ALL THAT# WAIT FOR YOU IF YOU# REACH THE CASTLE." message[5] = "* BUT I'M GUESSING YOU# PIECED THAT TOGETHER# ALREADY." message[6] = "* IT IS INTERESTING. . ." message[7] = "* HUMANS AND MONSTERS,# WHILE DIFFERENT, DO# SHARE ONE THING." message[8] = "* A HUNGER FOR THE SOUL# OF THE OTHER." message[9] = "* I SUPPOSE THAT IS NO# DIFFERENT HERE." message[10] = "* MY USUAL PROTOCOL CALLS# FOR MERE APPREHENSION# BUT. . ." message[11] = "* YOUR THREAT LEVEL# PERMITS ME TO INITIATE# ATTACK." 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[10] = 473 prt[11] = 473 } break case 22: cutscene_npc_action_sprite(1166, 1554, 1, false) obj_axis_npc.right_sprite_idle = 385 break case 23: cutscene_wait(0.5) break case 24: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* STAND DOWN, HUMAN. IT# WILL ALL BE OVER SOON." prt[0] = 473 } break case 25: cutscene_wait(0.75) break case 26: cutscene_battle_initiate("axis", true, false) obj_heart_initiate_battle.flash_delay = 5 obj_pl.image_alpha = 1 break case 27: if instance_exists(obj_heart_initiate_battle_2) { instance_destroy(obj_blackout_overworld_2) instance_destroy(obj_heart_initiate_battle_2) obj_pl.direction = 180 obj_pl.image_alpha = 0 cutscene_advance() } break case 28: cutscene_npc_action_sprite(1168, 316, 1, true, 0, 352, 8) if (obj_player_npc.image_index >= 8) { if (obj_axis_npc.sprite_index != spr_axis_redeyes_shot) { obj_axis_npc.sprite_index = spr_axis_redeyes_shot obj_axis_npc.action_sprite = true obj_axis_npc.image_index = 0 obj_axis_npc.image_speed = 1 other.axis_pitch = 1 cutscene_advance(29) } } break case 29: if (!(variable_instance_exists(id, "shoot_noloop"))) shoot_noloop = 0 with (obj_axis_npc) { if (action_sprite == true) { var i = floor(image_index) switch i { case 0: case 5: case 9: if (other.shoot_noloop < i) { other.shoot_noloop = i obj_player_npc.image_index = 7 obj_player_npc.image_speed = 1 audio_play_sound(snd_revolver_shoot, 1, 0) } break } if (image_index >= (image_number - 0.5)) { sprite_index = spr_axis_redeyes_shot_flyback hspeed = -8 } } } if (obj_player_npc.image_index >= 10) { obj_player_npc.image_speed = 0 if (shoot_noloop >= 9) cutscene_advance() } break case 30: if (obj_axis_npc.x <= 104) { obj_axis_npc.x = 104 obj_axis_npc.hspeed = false obj_axis_npc.sprite_index = spr_axis_redeyes_shot_slam obj_axis_npc.image_speed = 1 obj_axis_npc.image_index = 0 scr_screenshake(6, 2) audio_play_sound(snd_undertale_impact, 1, 0) cutscene_advance() } break case 31: if (obj_axis_npc.image_index >= (obj_axis_npc.image_number - 1)) { obj_axis_npc.image_speed = 0 obj_axis_npc.image_index = obj_axis_npc.image_number - 1 cutscene_advance() } break case 32: cutscene_wait(1) break case 33: obj_player_npc.image_speed = 1 if (obj_player_npc.image_index >= (obj_player_npc.image_number - 1)) { obj_player_npc.action_sprite = false cutscene_advance() } break case 34: cutscene_wait(1) break case 35: cutscene_npc_walk_relative(1168, -100, 0, 1, "x", "left") break case 36: cutscene_npc_set_sprites(obj_axis_npc, 2592, 383, 2749, 3415, 2592, 383, 2749, 3415) break case 37: if cutscene_npc_action_sprite(1166, 1415, 1, false) obj_axis_npc.x -= 29 break case 38: cutscene_dialogue() with (msg) { talker[0] = 1166 color = true col_modif[0] = 16711935 message[0] = "* AH. . ." message[1] = "* DAMAGE CRITICAL_" message_col[1][0] = "* DAMAGE CRITICAL_" message[2] = "* t-zzz THReAT . .." message_col[2][0] = "* t-zzz THReAT . .." message[3] = "* thReat L-LeVEL 99;99# 9999 99_9. ." message_col[3][0] = "* thReat L-LeVEL 99;99# 9999 99_9. ." message[4] = "* . . ." prt[0] = 3282 prt[4] = 3282 } break case 39: cutscene_npc_walk(1166, 280, 180, 2, "y", "right") if (obj_axis_npc.x > (obj_player_npc.x - 40)) obj_player_npc.npc_direction = "down" if (obj_axis_npc.x > (obj_player_npc.x + 40)) obj_player_npc.npc_direction = "right" break case 40: cutscene_npc_walk(1166, 280, obj_player_npc.y, 2, "y", "right") break case 41: cutscene_wait(1) break case 42: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* I REMEMB3R NOW.. . .." message[1] = "* . . ." message[2] = "* THe 0THERS.. ." message[3] = "* I MUST EVaCUATE . ." prt[0] = 3282 prt[1] = 3282 prt[2] = 3282 prt[3] = 3282 } break case 43: cutscene_npc_action_sprite(1168, 3295, 1, false) if (obj_player_npc.image_index >= 6) { obj_player_npc.image_speed = 0 obj_player_npc.image_index = 11 cutscene_advance() } break case 44: cutscene_wait(0.5) break case 45: cutscene_npc_direction(obj_axis_npc, "left") break case 46: cutscene_wait(0.5) break case 47: audio_play_sound(snd_rock_break, 1, 0) cutscene_instance_create(obj_axis_npc.x, (obj_axis_npc.y + 5), obj_steamworks_12_trapdoor) break case 48: cutscene_wait(1) break case 49: cutscene_sfx_play(snd_decibatfall, 1) break case 50: with (obj_axis_npc) { image_alpha -= 0.15 image_angle -= 15 if (image_alpha <= 0) other.scene += 1 } break case 51: cutscene_wait(1.5) break case 52: cutscene_advance() break case 53: cutscene_wait(0.5) break case 54: obj_player_npc.image_speed = 1 if (obj_player_npc.image_index >= (obj_player_npc.image_number - 1)) { obj_player_npc.action_sprite = false cutscene_advance() } break case 55: cutscene_wait(0.5) break case 56: obj_steamworks_12_trapdoor.image_index = 7 obj_steamworks_12_trapdoor.image_speed = -0.5 cutscene_advance() case 57: if (obj_steamworks_12_trapdoor.image_index <= 0.5) { obj_steamworks_12_trapdoor.image_index = 0 obj_steamworks_12_trapdoor.image_speed = 0 cutscene_advance() } break case 58: cutscene_camera_move(obj_pl.x, obj_pl.y, 3) break case 59: cutscene_end() cutscene_camera_reset() instance_destroy(obj_axis_npc) scr_radio_restart() global.sworks_flag[3] = 1 break }