var actor_ceroba = obj_ceroba_npc var actor_starlo = obj_starlo_npc var actor_clover = obj_player_npc switch scene { case 0: if (obj_pl.y < 280) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_wait(0.5) break case 2: cutscene_npc_direction(actor_starlo, "down") break case 3: cutscene_dialogue() with (msg) { color = true col_modif[0] = 16711935 talker[0] = actor_starlo message[0] = "* There you are!" message[1] = "* I was about to come# looking for you." message[2] = "* So... The Steamworks." message_col[2][0] = " The Steamworks " prt[0] = 417 prt[1] = 417 prt[2] = 421 } break case 4: cutscene_npc_direction(actor_starlo, "up") break case 5: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 6: cutscene_npc_walk(actor_clover, 220, 205, 3, "y", "up") break case 7: cutscene_camera_move(220, 160, 1, false) break case 8: cutscene_wait(1) break case 9: cutscene_dialogue() with (msg) { talker[0] = actor_starlo message[0] = "* May I ask why we are# here?" prt[0] = 421 } break case 10: cutscene_npc_direction(actor_ceroba, "down") break case 11: cutscene_wait(0.5) break case 12: cutscene_npc_action_sprite(actor_ceroba, 73, (1/3), true, 0) break case 13: cutscene_music_start(191, 600) break case 14: cutscene_dialogue() with (msg) { color = true col_modif[0] = make_color_rgb(203, 67, 112) talker[0] = actor_ceroba talker[1] = actor_starlo talker[2] = actor_ceroba message[0] = "* Because of this." message[1] = "* The mask Kanako made# for you..." message_col[1][0] = " Kanako " message[2] = "* Yes." prt[0] = 370 prt[1] = 420 prt[2] = 377 } break case 15: cutscene_npc_action_sprite_reverse(actor_ceroba, 73, (1/3), false, 0) break case 16: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* You see, Clover, Kanako# is me and Chujin's only# child." message[1] = "* You haven't seen her# around because she..." prt[0] = 370 prt[1] = 394 } break case 17: cutscene_wait(0.35) break case 18: cutscene_npc_walk_relative(actor_starlo, 0, -30, 1, "y", "right") break case 19: cutscene_wait(0.5) break case 20: cutscene_dialogue() with (msg) { talker[0] = actor_starlo talker[2] = actor_ceroba talker[4] = actor_starlo talker[5] = actor_ceroba message[0] = "* Hey, everything will# be okay." message[1] = "* I know how tough you# are. You can move past# this, I'm positive." message[2] = "* There's no need,# because she's alive." message[3] = "* I feel her presence as# we speak." message[4] = "* The Lab..." message[5] = "* Precisely." message[6] = "* Clover, you may not# know this, but there is# a Lab in Hotland." message[7] = "* An inquiry for the# \"fallen down\" was sent# out some time ago." message[8] = "* I didn't know what# else to do..." message[9] = "* In my time of despair,# I sent Kanako with them." message[10] = "* It's been far too# long and I haven't# heard anything." message[11] = "* I must travel to the# Lab to find out where# my daughter is." prt[0] = 406 prt[1] = 406 prt[2] = 370 prt[3] = 371 prt[4] = 418 prt[5] = 377 prt[6] = 370 prt[7] = 377 prt[8] = 394 prt[9] = 370 prt[10] = 394 prt[11] = 370 if (message_current == 2) actor_ceroba.npc_direction = "left" if (message_current == 6) actor_ceroba.npc_direction = "down" } break case 21: cutscene_wait(0.5) break case 22: cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false, true) break case 23: cutscene_dialogue() with (msg) { talker[0] = actor_starlo message[0] = "* I'm proud of you,# Ceroba. Stepping out and# taking charge." message[1] = "* You've been in a rut# lately. It was tough# to watch." prt[0] = 417 prt[1] = 420 } break case 24: cutscene_wait(0.2) break case 25: cutscene_npc_direction(actor_ceroba, "up") break case 26: cutscene_wait(0.35) break case 27: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* ..." prt[0] = 394 } break case 28: cutscene_wait(0.45) break case 29: cutscene_dialogue() with (msg) { talker[0] = actor_starlo message[0] = "* S-so, why travel# through the Steamworks# particularly?" prt[0] = 428 } break case 30: cutscene_npc_direction(actor_ceroba, "down") break case 31: cutscene_music_start(190) break case 32: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba talker[3] = actor_starlo talker[5] = actor_ceroba talker[8] = actor_starlo talker[9] = actor_ceroba talker[11] = actor_starlo talker[12] = actor_ceroba message[0] = "* It's the quickest route# to Hotland from here." message[1] = "* Nothing but abandoned# rooms as far as I know." message[2] = "* I have Chujin's old# passcodes for any# locked doors as well." message[3] = "* Solid plan." message[4] = "* If you need me, I would# be happy to accompany# you!" message[5] = "* I don't know how ugly# things at the Lab may# get." message[6] = "* You need to stay here# and take care of the# town." message[7] = "* ...I believe you owe# your posse an# apology." message[8] = "* You're right..." message[9] = "* I'll take Clover with# me." message[10] = "* They've proven to be# skilled on several# fronts." message[11] = "* An excellent choice. I# trust Clover to deliver# justice out there!" message[12] = "* Alright, we've# discussed enough. Let's# get moving." prt[0] = 370 prt[1] = 377 prt[2] = 370 prt[3] = 417 prt[4] = 422 prt[5] = 377 prt[6] = 370 prt[7] = 371 prt[8] = 406 prt[9] = 377 prt[10] = 372 prt[11] = 422 prt[12] = 377 } break case 33: cutscene_npc_walk_relative(actor_starlo, 0, 30, 2, "y", "up") break case 34: cutscene_npc_walk(actor_ceroba, 146, 148, 2, "x", "up") break case 35: cutscene_wait(0.5) break case 36: cutscene_sfx_play(snd_dunes_43_code, 1) break case 37: cutscene_wait(1.5) break case 38: cutscene_sfx_play(snd_elevator_start, 2) cutscene_npc_direction(actor_ceroba, "right") cutscene_advance(39) break case 39: cutscene_screenshake(1, 2) break case 40: cutscene_action_sprite(1958, 1105, (1/3), true, 0, 631, 0) break case 41: cutscene_wait(1) break case 42: cutscene_npc_direction(actor_ceroba, "down") break case 43: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* I'll see you later,# Starlo." message[1] = "* Whatever happens,# remember that this is# for Chujin's legacy." prt[0] = 377 prt[1] = 370 } break case 44: cutscene_audio_fade(cutscene_music, 0, 1000, 0.2, false, true) break case 45: cutscene_npc_walk(actor_ceroba, 220, 140, 2, "x", "up") break case 46: cutscene_fade_out(actor_ceroba, 1) break case 47: cutscene_wait(1.5) break case 48: cutscene_npc_walk(actor_clover, actor_clover.x, 185, 1, "y", "up") break case 49: cutscene_npc_set_sprites(actor_starlo, 207, 205, 196, 201, 206, 204, 194, 200) case 50: cutscene_dialogue() with (msg) { talker[0] = actor_starlo message[0] = "* Oh! Clover! Before you# go, I forgot to give you# this." prt[0] = 404 } break case 51: cutscene_npc_walk(actor_starlo, actor_clover.x, (actor_clover.y - 30), 3, "y", "down") break case 52: cutscene_sfx_play(snd_success, 1) break case 53: cutscene_dialogue() with (msg) { talker[0] = -4 talker[1] = 1169 sndfnt_array[0] = 391 sndfnt_array[1] = 107 message[0] = "* (You got the Deputy# Badge!)" message[1] = "* Despite a few hiccups,# our little adventure was# a blast." message[2] = "* I'll be seein' ya# around, partner!" prt[1] = 417 prt[2] = 422 } break case 54: cutscene_npc_action_sprite(actor_starlo, 202, (1/3), true, 0, 232, 5) break case 55: cutscene_wait(1) break case 56: cutscene_npc_action_sprite(actor_clover, 1106, (1/3), true, 0, 275, 6) break case 57: cutscene_wait(1) break case 58: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* I'm so proud!" prt[0] = 413 } break case 59: cutscene_wait(1) break case 60: cutscene_npc_reset_sprite(actor_starlo, "down") break case 61: cutscene_npc_reset_sprite(actor_clover, "up") break case 62: cutscene_npc_walk_relative(actor_starlo, -30, 30, 2, "x", "up") break case 63: cutscene_npc_walk(actor_clover, 220, 140, 2, "x", "up") break case 64: cutscene_fade_out(actor_clover, 1) break case 65: cutscene_change_room(141, 160, 520, 0.015, 45) break case 66: obj_pl.image_alpha = 1 obj_pl.direction = 90 cutscene_instance_create(160, 440, obj_ceroba_npc) actor_ceroba.npc_direction = "up" break case 67: cutscene_wait(1) break case 68: cutscene_sfx_play(snd_elevator_start, 1) break case 69: cutscene_screenshake(0.5, 2) break case 70: cutscene_wait(1) break case 71: cutscene_npc_direction(actor_ceroba, "down") break case 72: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* Remember, I'm in# charge." message[1] = "* Stay close by and we'll# reach our destination# soon." prt[0] = 370 prt[1] = 370 } break case 73: cutscene_npc_walk_relative(actor_ceroba, 0, -40, 2, "y", "up") break case 74: scr_cutscene_end() cutscene_advance() global.dunes_flag[35] = 1 break case 75: cutscene_npc_walk_wait(actor_ceroba, actor_ceroba.x, -40, 4, "y", "left") break case 76: cutscene_end() break }