if live_call() return global.live_result; switch scene { case 0: break case 1: scr_cutscene_start() scr_audio_fade_out(obj_radio.current_song, 750) cutscene_sfx_play(snd_beep, 1) break case 2: cutscene_wait(0.5) break case 3: cutscene_camera_move(270, 570, 2) break case 4: cutscene_wait(1.5) break case 5: cutscene_sfx_play(snd_generator_start, 1) obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_hello break case 6: cutscene_wait(2) break case 7: cutscene_music_start(65, 0) break case 8: if (obj_steamworks_factory_02_face.sprite_index != spr_steamworks_38_face_talking) { obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_talking obj_steamworks_factory_02_face.image_index = 0 } cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* Gooood morning Steamworks# employees!!!" message[1] = "* Hope you're ready for another# day of pa-ro-duc-tivity!!!" message[2] = "* Today we are boxing and# shipping goods out into the# Underground!!!" position = 0 } break case 9: cutscene_follower_into_actor() break case 10: cutscene_npc_walk(actor_follower, 360, actor_follower.y, 4, "y", "up", -4, 220, 730, 220, 680) break case 11: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Uh, hello?" message[1] = "* Are you sentient or a# pre-recording?" prt[0] = 381 prt[1] = 370 } break case 12: cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* Hello new hire!" message[1] = "* Yes, I am fully sentient!" message[2] = "* Trapped in this two-dimensional# rectangle for all eternity!!!" position = 0 } break case 13: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Right..." message[1] = "* Can you unlock all the# doors in this factory?" message[2] = "* We're in a hurry." prt[0] = 382 prt[1] = 370 prt[2] = 377 } break case 14: cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* Sorry but each morning we do a# little thing called:" message[1] = "* EARN! YOUR!! FREEDOM!!!" message[2] = "* Complete a full shipment and# you'll be on your way!" if (message_current == 1) mode = "shake" else if (message_current == 2) mode = "swirl" position = 0 } break case 15: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* What kind of policy is# that???" prt[0] = 368 } break case 16: cutscene_dialogue_special("shake", 65280) with (msg) { message[0] = "* When there's a quota to meet,# ethics go out the window!!" message[1] = "* Haven't you worked a job# before???" if (message_current == 1) mode = "swirl" position = 0 } break case 17: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Of course but I don't# work here!" prt[0] = 384 } break case 18: cutscene_dialogue_special("shake", 65280) with (msg) { message[0] = "* So you're trespassing???" message[1] = "* In that case... " if (message_current == 1) { skippable = false if can_skip { global.dialogue_open = false instance_destroy() other.scene++ } } position = 0 } break case 19: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Fine, we'll do the job!" message[1] = "* Clover, this bot might# have connections to# Axis." message[2] = "* Seems we gotta do what# it says to avoid# unwanted attention." message[3] = "* You can work this thing# right?" message[4] = "* Push the start button# and we'll get it over# with." prt[0] = 377 prt[1] = 370 prt[2] = 377 prt[3] = 370 prt[4] = 370 if (message_current == 1) obj_ceroba_npc.npc_direction = "right" } break case 20: cutscene_npc_direction(obj_ceroba_npc, "up") break case 21: cutscene_wait(0.5) break case 22: cutscene_sfx_play(snd_beep, 1) break case 23: cutscene_wait(0.5) break case 24: cutscene_instance_create(0, 0, obj_factory_02_conveyor_puzzle) break case 25: obj_factory_02_conveyor_puzzle.conveyor_spawn_item = true obj_conveyor_belt.image_speed = 1 cutscene_advance() break case 26: if (!instance_exists(obj_factory_02_conveyor_item)) { audio_sound_gain(cutscene_music, 0, 150) cutscene_wait(1) } break case 27: cutscene_wait(1) break case 28: obj_conveyor_belt.image_speed = 0 obj_conveyor_belt.image_index = 0 cutscene_dialogue_special("shake", 65280) with (msg) { message[0] = "* WHAT ARE YOU DOING???" message[1] = "* Put red items in red boxes and# blue in blue boxes!" message[2] = "* Three strikes and yoooou're# out!!!" if (message_current == 1) mode = "swirl" position = 0 } break case 29: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Your machine's broken." message[1] = "* The second conveyor# belt doesn't move." prt[0] = 377 prt[1] = 371 } break case 30: scr_audio_fade_out(cutscene_music, 500) cutscene_advance() break case 31: cutscene_wait(1.5) break case 32: cutscene_dialogue_special("default", 65280) with (msg) { message[0] = "* No." position = 0 } break case 33: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* ...Yes?" message[1] = "* It's broke-" prt[0] = 371 prt[1] = 377 if (message_current == 1) { skippable = false if (cutoff >= string_length(message[message_current])) { global.dialogue_open = false instance_destroy() other.scene++ } } } break case 34: cutscene_dialogue_special("default", 65280) with (msg) { message[0] = "* No." position = 0 } break case 35: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* ..." message[1] = "* Screw this." prt[0] = 384 prt[1] = 384 } break case 36: cutscene_npc_walk(actor_follower, 220, 645, 3, "x", "up") break case 37: cutscene_wait(0.25) break case 38: obj_ceroba_npc.action_sprite = true obj_ceroba_npc.sprite_index = spr_ceroba_up_run obj_ceroba_npc.image_index = 0 obj_ceroba_npc.image_speed = 0 cutscene_sfx_play(snd_playerjump, 1) break case 39: obj_ceroba_npc.vspeed = -5 obj_ceroba_npc.y += obj_ceroba_npc.vspeed if (obj_ceroba_npc.y < 590) scene++ break case 40: obj_ceroba_npc.vspeed = 2 obj_ceroba_npc.y += obj_ceroba_npc.vspeed if (obj_ceroba_npc.y > 603) scene++ break case 41: obj_ceroba_npc.vspeed = 0 obj_ceroba_npc.action_sprite = false obj_ceroba_npc.npc_direction = "up" scr_screenshake(1, 1) cutscene_sfx_play(snd_undertale_thud, 1) break case 42: cutscene_wait(1) break case 43: cutscene_npc_direction(obj_ceroba_npc, "down") break case 44: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Clover, you box the# goods and I'll toss 'em# into the chute." message[1] = "* Teamwork, right? " message[2] = "* Something like that." message[3] = "* Let's give it a shot!" prt[0] = 370 prt[1] = 377 prt[2] = 371 prt[3] = 370 } break case 45: obj_ceroba_npc.npc_direction = "right" cutscene_wait(1) break case 46: cutscene_music_start(218, 100) obj_factory_02_conveyor_puzzle.conveyor_puzzle_activate = true break case 47: break case 48: cutscene_wait(0.5) break case 49: cutscene_camera_move(640, 570, 3) break case 50: with (obj_steamworks_factory_02_door) { image_speed = 0.5 image_index = 0 } audio_play_sound(snd_rumble, 1, 1) cutscene_advance() break case 51: if (obj_steamworks_factory_02_door.image_index >= (obj_steamworks_factory_02_door.image_number - 1)) { obj_steamworks_factory_02_door.image_index = obj_steamworks_factory_02_door.image_number - 1 obj_steamworks_factory_02_door.image_speed = 0 obj_steamworks_factory_02_door.solid = false audio_stop_sound(snd_rumble) audio_play_sound(snd_mart_impact_3, 1, 0) cutscene_advance() } break case 52: cutscene_screenshake(0.5, 2) break case 53: cutscene_wait(1) break case 54: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Hey alright! Good work,# Clover!" message[1] = "* Onto whatever awaits us# next..." prt[0] = 372 prt[1] = 371 } break case 55: cutscene_wait(0.5) break case 56: obj_ceroba_npc.x = obj_pl.x + 20 obj_ceroba_npc.y = obj_pl.y obj_ceroba_npc.npc_direction = "left" cutscene_actor_into_follower() break case 57: draw_alpha += 0.1 if (draw_alpha >= 1) cutscene_advance() break case 58: cutscene_wait(0.5) break case 59: instance_destroy(obj_camera) camera_set_view_target(view_camera[0], 1031) if (obj_steamworks_factory_02_face.sprite_index != spr_steamworks_38_face_talking) { obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_talking obj_steamworks_factory_02_face.image_index = 0 } cutscene_advance() break case 60: draw_alpha -= 0.1 if (draw_alpha <= 0) cutscene_advance() break case 61: cutscene_wait(0.5) break case 62: scr_radio_restart() audio_sound_gain(obj_radio.current_song, 1, 0) global.sworks_flag[36] = 1 cutscene_end() break default: }