if live_call() return global.live_result; switch scene { case 0: if (room == rm_battle) return; cutscene_music = audio_play_sound(mus_snowfall, 1, 1) cutscene_camera_freeze(180, 500) break case 1: cutscene_wait(3) break case 2: draw_alpha = lerp(draw_alpha, 0, 0.1) if (draw_alpha <= 0.01) draw_alpha = 0 if (cutscene_camera_move(0, 0, 2, false) && draw_alpha == 0) scene++ break case 3: cutscene_wait(1) break case 4: obj_martlet_npc.vspeed = 3 if (obj_martlet_npc.y >= 138) { obj_martlet_npc.image_speed = 1 obj_martlet_npc.y = 138 obj_martlet_npc.vspeed = 0 scene++ } break case 5: if (obj_martlet_npc.image_index >= (obj_martlet_npc.image_number - 1)) { obj_martlet_npc.image_index = obj_martlet_npc.image_number - 1 obj_martlet_npc.image_speed = 0 cutscene_wait(0.25) } break case 6: obj_martlet_npc.image_alpha = 0 obj_martlet_npc.y = 149 obj_martlet_npc.image_speed = 0 obj_martlet_npc.image_index = obj_martlet_npc.image_number - 1 obj_chujin_npc.down_sprite_idle = 3376 cutscene_npc_action_sprite(92, 2607, 1, false) break case 7: cutscene_wait(1) break case 8: cutscene_dialogue() with (msg) { talker[0] = 92 obj_chujin_npc.npc_voice_sfx = 102 message[0] = "* One cup of joe for the# Boss - extra# caffeinated!" prt[0] = 312 } break case 9: cutscene_advance() break case 10: obj_chujin_npc.down_sprite_idle = 3046 if cutscene_npc_action_sprite(92, 3080, 1, false) obj_chujin_npc.npc_voice_sfx = 626 break case 11: obj_martlet_npc.action_sprite = false obj_martlet_npc.image_alpha = 1 cutscene_wait(0.5) break case 12: obj_chujin_npc.down_sprite_idle = 3163 obj_martlet_npc.down_sprite_idle = 3709 cutscene_wait(1) break case 13: cutscene_dialogue() with (msg) { talker[0] = 92 talker[2] = 1164 talker[4] = 92 talker[5] = 1164 talker[6] = 92 message[0] = "* Is that my title now?" message[1] = "* It's not like I pay you# to help me." message[2] = "* Oh?" message[3] = "* See these drinks?" message[4] = "* Martlet..." message[5] = "* You really should pay# that tab soon. The list# is gettin' long!" message[6] = "* ..." prt[0] = 846 prt[1] = 3072 prt[2] = 331 prt[3] = 312 prt[4] = 846 prt[5] = 337 prt[6] = 3072 switch message_current { case 2: obj_martlet_npc.down_sprite_idle = 1770 break case 4: obj_chujin_npc.down_sprite_idle = 3636 break case 6: obj_chujin_npc.down_sprite_idle = 3416 break } } break case 14: obj_martlet_npc.down_sprite_idle = 3709 cutscene_wait(0.5) break case 15: obj_chujin_npc.down_sprite_idle = 3163 cutscene_wait(1.5) break case 16: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[2] = 92 talker[3] = 1164 talker[5] = 92 talker[7] = 1164 talker[8] = 92 talker[9] = 1164 talker[10] = 92 talker[11] = 1164 message[0] = "* Oh, I meant to tell# you..." message[1] = "* We'll probably have to# cut back on our hangouts# soon." message[2] = "* Hm?" message[3] = "* I uh... I finally gave# in to peer pressure# and..." message[4] = "* ...Got a job." message[5] = "* Really?" message[6] = "* What good news!" message[7] = "* Heh, I don't see it# that way..." message[8] = "* Well, you can't# freeload forever." message[9] = "* I knoooow, I know!" message[10] = "* What's the job?" message[11] = "* Well I wanted a job# where I could build# things so..." prt[0] = 320 prt[1] = 329 prt[2] = 2896 prt[3] = 322 prt[4] = 323 prt[5] = 2896 prt[6] = 2896 prt[7] = 329 prt[8] = 846 prt[9] = 310 prt[10] = 2896 prt[11] = 321 switch message_current { case 0: obj_martlet_npc.down_sprite_idle = 3284 break case 1: obj_martlet_npc.down_sprite_idle = 1422 break case 2: obj_chujin_npc.down_sprite_idle = 3208 break case 3: obj_martlet_npc.down_sprite_idle = 2377 break case 4: obj_martlet_npc.down_sprite_idle = 267 obj_chujin_npc.down_sprite_idle = 3046 break case 5: obj_martlet_npc.down_sprite_idle = 1422 break case 6: obj_chujin_npc.down_sprite_idle = 3416 obj_martlet_npc.down_sprite_idle = 1770 break case 7: obj_martlet_npc.down_sprite_idle = 1422 obj_chujin_npc.down_sprite_idle = 3046 break case 8: obj_chujin_npc.down_sprite_idle = 3163 break case 10: obj_chujin_npc.down_sprite_idle = 3046 break case 11: obj_martlet_npc.down_sprite_idle = 1422 break } } break case 17: scr_audio_fade_out(cutscene_music, 500) cutscene_wait(1) break case 18: obj_martlet_npc.down_sprite_idle = 1770 cutscene_wait(0.5) break case 19: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[1] = 92 talker[4] = 1164 talker[5] = 92 talker[8] = 1164 talker[11] = 92 talker[15] = 1164 talker[21] = 92 talker[22] = 1164 talker[23] = 92 talker[25] = 1164 talker[27] = 92 talker[28] = 1164 talker[29] = 92 message[0] = "* I signed up for the# Royal Guard." message[1] = "* The..." message[2] = "* ..." message[3] = "* Martlet." message[4] = "* What?" message[5] = "* I don't..." message[6] = "* ..." message[7] = "* There's gotta be a# better job out there." message[8] = "* What's wrong with the# Royal Guard?" message[9] = "* Besides building# puzzles, all they do is# sit around all day." message[10] = "* Practically tailor made# for me!" message[11] = "* It isn't that simple." message[12] = "* ..." message[13] = "* On rare occasions,# Guards have to do their# job." message[14] = "* Their REAL job." message[15] = "* You're talking about# humans, right?" message[16] = "* I'm aware." message[17] = "* But come on..." message[18] = "* It's gotta be like, a# 0.1% chance that I run# into a human!" message[19] = "* And even if I did, I'm# a good people-person. " message[20] = "* Escorting them through# the Underground wouldn't# be a problem." message[21] = "* Humans are dangerous!" message[22] = "* Whoa..." message[23] = "* They cannot be trusted# and certainly not# \"escorted.\"" message[24] = "* Sorry, but you should# not put yourself in# harm's way." message[25] = "* What do you mean?" message[26] = "* Surely they can't ALL# be bad... right?" message[27] = "* Have you heard of the# Snowdin attack?" message[28] = "* Yeah..." message[29] = "* Well... I witnessed it." message[30] = "* One of the bleakest# days of my life." message[31] = "* And veterans of the# war... their stories... " message[32] = "* It had to be ten times# worse." message[33] = "* ..." message[34] = "* Humans are merciless." message[35] = "* Incapable of decency in# any form." prt[0] = 328 prt[1] = 3032 prt[2] = 1366 prt[3] = 3396 prt[4] = 333 prt[5] = 2666 prt[6] = 3331 prt[7] = 3396 prt[8] = 324 prt[9] = 320 prt[10] = 312 prt[11] = 2666 prt[12] = 3331 prt[13] = 2666 prt[14] = 3396 prt[15] = 338 prt[16] = 321 prt[17] = 320 prt[18] = 328 prt[19] = 312 prt[20] = 328 prt[21] = 3331 prt[22] = 333 prt[23] = 3396 prt[24] = 2666 prt[25] = 329 prt[26] = 317 prt[27] = 3396 prt[28] = 329 prt[29] = 2666 prt[30] = 2666 prt[31] = 2666 prt[32] = 2666 prt[33] = 3331 prt[34] = 3396 prt[35] = 2666 switch message_current { case 0: noloop_message = 0 obj_chujin_npc.down_sprite_idle = 1254 break case 1: obj_chujin_npc.down_sprite_idle = 3490 break case 2: obj_chujin_npc.down_sprite_idle = 2988 break case 3: obj_chujin_npc.down_sprite_idle = 3519 break case 4: obj_martlet_npc.down_sprite_idle = 267 break case 5: obj_chujin_npc.down_sprite_idle = 2262 break case 6: obj_chujin_npc.down_sprite_idle = 2988 break case 8: obj_martlet_npc.down_sprite_idle = 1770 break case 11: obj_chujin_npc.down_sprite_idle = 2707 break case 12: obj_chujin_npc.down_sprite_idle = 2988 break case 16: obj_martlet_npc.down_sprite_idle = 3284 break case 17: obj_martlet_npc.down_sprite_idle = 1770 break case 21: if (noloop_message < message_current) { noloop_message = message_current scr_screenshake(8, 2) audio_play_sound(snd_ceroba_yell, 1, 0) } if (!audio_is_playing(mus_nothing_but_the_truth)) other.cutscene_music = audio_play_sound(mus_nothing_but_the_truth, 1, 0) obj_chujin_npc.down_sprite_idle = 3519 obj_martlet_npc.down_sprite_idle = 267 break case 22: obj_martlet_npc.down_sprite_idle = 2377 break case 25: obj_martlet_npc.down_sprite_idle = 1770 obj_chujin_npc.down_sprite_idle = 2988 break case 27: obj_chujin_npc.down_sprite_idle = 3208 break case 29: obj_chujin_npc.down_sprite_idle = 3519 obj_martlet_npc.down_sprite_idle = 267 break case 30: obj_chujin_npc.down_sprite_idle = 2988 break case 32: obj_chujin_npc.down_sprite_idle = 2707 break case 33: obj_chujin_npc.down_sprite_idle = 2988 obj_martlet_npc.down_sprite_idle = 1422 break } } break case 20: cutscene_advance() break case 21: cutscene_wait(1.25) obj_chujin_npc.down_sprite_idle = 3208 break case 22: cutscene_wait(1.25) obj_martlet_npc.down_sprite_idle = 267 break case 23: cutscene_dialogue() with (msg) { talker[0] = 92 message[0] = "* Believe me." prt[0] = 3331 } break case 24: cutscene_wait(1) break case 25: obj_chujin_npc.down_sprite_idle = 2988 obj_martlet_npc.down_sprite_idle = 3284 cutscene_wait(1) break case 26: scr_audio_fade_out(cutscene_music, 750) cutscene_dialogue() with (msg) { talker[0] = 1164 talker[5] = 92 talker[6] = 1164 talker[7] = 92 message[0] = "* ..." message[1] = "* If it makes you feel# better..." message[2] = "* I'm not posted anywhere# near the hot spots." message[3] = "* Well, it is a \"hot\"# spot but..." message[4] = "* It's just Lab duty." message[5] = "* Guarding the Royal# Scientist's almighty# fortress?" message[6] = "* Yeah, that's all." message[7] = "* ...#" prt[0] = 317 prt[1] = 329 prt[2] = 320 prt[3] = 329 prt[4] = 320 prt[5] = 3396 prt[6] = 338 prt[7] = 3331 switch message_current { case 0: obj_martlet_npc.down_sprite_idle = 267 break case 1: obj_martlet_npc.down_sprite_idle = 1770 break case 5: obj_martlet_npc.down_sprite_idle = 267 obj_chujin_npc.down_sprite_idle = 2262 break case 6: obj_martlet_npc.down_sprite_idle = 1422 break case 7: obj_chujin_npc.down_sprite_idle = 2988 break } } break case 27: cutscene_wait(2) break case 28: cutscene_dialogue() with (msg) { talker[0] = 92 talker[1] = 1164 message[0] = "* Why don't we just call# it a day?" message[1] = "* Yeah..." message[2] = "* Probably for the# best..." prt[0] = 2666 prt[1] = 317 prt[2] = 329 switch message_current { case 0: obj_chujin_npc.down_sprite_idle = 3519 break case 1: obj_chujin_npc.down_sprite_idle = 2988 break } } break case 29: cutscene_wait(1.5) break case 30: draw_alpha = lerp(draw_alpha, 1, 0.05) if (draw_alpha >= 0.99) { draw_alpha = 1 scene++ } break case 31: cutscene_change_room(261, 0, 0, 0.1) break }