if (live_call()) return global.live_result; switch (scene) { case 0: if (obj_pl.y < 460) cutscene_advance(); break; case 1: cutscene_follower_into_actor(); break; case 2: cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); break; case 3: cutscene_npc_direction(1168, "up"); break; case 4: cutscene_instance_create(actor_follower.x, actor_follower.y - 40, 1147); break; case 5: cutscene_sfx_play(362, 1); break; case 6: cutscene_wait(0.5); break; case 7: instance_destroy(obj_cutscene_ex); cutscene_advance(); break; case 8: cutscene_npc_walk(1164, obj_martlet_npc.x, obj_player_npc.y - 20, 4, "x", "up"); break; case 9: cutscene_dialogue(); with (msg) { talker[0] = 1164; message[0] = "* (I see them!)"; message[1] = "* (This way!)"; prt[0] = 330; prt[1] = 309; } break; case 10: cutscene_camera_move(163, 320, 3, true); cutscene_npc_walk(1164, 187, 370, 4, "y", "up"); cutscene_npc_walk(1168, 139, 370, 4, "y", "up"); cutscene_advance(); break; case 11: if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived) cutscene_advance(); break; case 12: cutscene_wait(2.5); break; case 13: cutscene_npc_direction(1164, "left"); case 14: cutscene_npc_direction(1168, "right"); break; case 15: cutscene_dialogue(); with (msg) { talker[0] = 1164; message[0] = "* (Ceroba looks# distressed...)"; message[1] = "* (I'm sure we can# negotiate her down from# this but...)"; message[2] = "* (Worst comes to worst,# we might have to# retreat.)"; message[3] = "* (Tactically, of# course.)"; message[4] = "* (Let's listen in...) "; prt[0] = 317; prt[1] = 329; prt[2] = 317; prt[3] = 320; prt[4] = 321; position = 1; } break; case 16: cutscene_npc_direction(1164, "up"); case 17: cutscene_npc_direction(1168, "up"); break; case 18: cutscene_camera_move(163, 290, 2); break; case 19: cutscene_wait(1); break; case 20: cutscene_npc_direction(1161, "down"); case 21: cutscene_dialogue(); with (msg) { talker[0] = 1161; talker[1] = 1169; talker[3] = 1161; talker[6] = 1169; talker[7] = 1161; talker[8] = 1169; message[0] = "* Just leave me to my own# devices, Star!"; message[1] = "* Ceroba, I don't know# what you're saying!"; message[2] = "* Please calm down..."; message[3] = "* I must go to the Lab!"; message[4] = "* It's where Kanako is# being kept!"; message[5] = "* I have to get there by# any means necessary!"; message[6] = "* I'm not sure that's a# good idea..."; message[7] = "* Don't get in my way."; message[8] = "* Or what? You'll kill# me?"; prt[0] = 368; prt[1] = 406; prt[2] = 416; prt[3] = 368; prt[4] = 366; prt[5] = 366; prt[6] = 420; prt[7] = 368; prt[8] = 421; position = 0; } break; case 22: cutscene_wait(0.75); break; case 23: cutscene_npc_direction(1161, "up"); case 24: cutscene_dialogue(); with (msg) { talker[0] = 1161; talker[1] = 1164; message[0] = "* I'll... "; message[1] = "* Hey!"; prt[0] = 2987; prt[1] = 309; position = 0; if (message_current == 0) { with (obj_martlet_npc) { if (x != 163 && y != 350) { walk_speed = 4; x_dest[0] = 163; y_dest[0] = 350; axis_override = "x"; end_direction = "up"; can_walk = true; } } with (obj_player_npc) { if (x != 151 && y != 363) { walk_speed = 4; x_dest[0] = 151; y_dest[0] = 363; axis_override = "x"; end_direction = "up"; can_walk = true; } } obj_ceroba_npc.npc_direction = "up"; skippable = false; if (cutoff >= string_length(message[message_current])) { instance_create_depth(obj_ceroba_npc.x, obj_ceroba_npc.y - 40, obj_ceroba_npc.depth - 1, obj_cutscene_ex); force_skip = true; } obj_starlo_npc.npc_direction = "down"; } if (message_current == 1) skippable = true; } break; case 25: cutscene_npc_direction(1161, "down"); case 26: cutscene_npc_direction(1169, "down"); case 27: instance_destroy(obj_cutscene_ex); cutscene_advance(); break; case 28: cutscene_npc_walk(1164, 189, 322, 3, "y", "up"); break; case 29: cutscene_npc_walk(1168, 133, 315, 3, "y", "up"); break; case 30: cutscene_dialogue(); with (msg) { talker[0] = 1164; message[0] = "* Clover and I - we# watched the tapes. "; message[1] = "* You need to let this# go!"; message[2] = "* If not..."; prt[0] = 322; prt[1] = 309; prt[2] = 317; position = 0; if (message_current == 2) { message_timer = 10; skippable = false; } } break; case 31: cutscene_dialogue(); with (msg) { talker[0] = 1169; talker[2] = 1161; talker[5] = 1169; talker[10] = 1161; message[0] = "* Why are you here,# Clover!? "; message[1] = "* You're supposed to be# back home!"; message[2] = "* No, thank you for# finding me. Makes things# easier. "; message[3] = "* If I were you two, I'd# leave Clover here and# forget about this."; message[4] = "* It might not make sense# to you, but it's for the# best."; message[5] = "* Cut the self-righteous# act, will you?"; message[6] = "* Just... stop it."; message[7] = "* We can turn this# around, Ceroba."; message[8] = "* You said it yourself# that Kanako is alive!"; message[9] = "* Let's just find her and# go back to our normal,# happy life."; message[10] = "* \"Happy life\"...# That's rich."; prt[0] = 403; prt[1] = 416; prt[2] = 377; prt[3] = 371; prt[4] = 377; prt[5] = 403; prt[6] = 420; prt[7] = 421; prt[8] = 417; prt[9] = 417; prt[10] = 609; switch (message_current) { case 0: noloop_message = 0; break; case 2: obj_starlo_npc.npc_direction = "up"; break; case 3: if (noloop_message < message_current) { noloop_message = message_current; other.cutscene_music = audio_play_sound(mus_ones_past, 1, 1); } break; } } break; case 32: cutscene_npc_direction(1161, "up"); break; case 33: cutscene_camera_move(163, 230, 1, false); break; case 34: cutscene_wait(1.5); break; case 35: if (cutscene_dialogue()) scene = 36; with (msg) { talker[0] = 1161; talker[1] = 1169; talker[2] = 1161; talker[5] = 1169; talker[6] = 1161; talker[13] = 1164; talker[18] = 1161; talker[20] = 1169; talker[29] = 1161; talker[33] = 1169; talker[34] = 1161; talker[35] = 1164; talker[37] = 1161; talker[38] = 1169; message[0] = "* I... lied about Kanako,# Star. I had to."; message[1] = "* ...What?"; message[2] = "* Falling down is# practically a death# sentence."; message[3] = "* Unless a miracle takes# place at the lab,# there's no... "; message[4] = "* ...There's no hope for# her."; message[5] = "* You..."; message[6] = "* I-I'm trying to make# the best of what I can,# okay!?"; message[7] = "* This is all I know to# do at this point!"; message[8] = "* Kanako... "; message[9] = "* Kanako is a Boss# Monster. "; message[10] = "* She is the key to# finishing Chujin's work!"; message[11] = "* This is his legacy! His# plan for the future! "; message[12] = "* Monsterkind's only hope# for survival!"; message[13] = "* Don't you speak for# him!"; message[14] = "* You've seen the tapes,# right?"; message[15] = "* Do you honestly think# this is what he wanted?"; message[16] = "* Kanako wasn't supposed# to be a factor in this!"; message[17] = "* If he were here, the# Chujin I knew woul-"; message[18] = "* The Chujin you knew... "; message[19] = "* You knew nothing of# him."; message[20] = "* No, Martlet's right."; message[21] = "* We might've had some# differing views but..."; message[22] = "* ...Chujin was kind. To# everyone."; message[23] = "* And I know you are as# well!"; message[24] = "* It's just that right# now, I..."; message[25] = "* I don't understand you."; message[26] = "* When I fought Clover I# was \"reckless.\""; message[27] = "* But when YOU want their# SOUL, it's \"for the# best\"?"; message[28] = "* Not only Clover's...# but the SOUL of your own"; message[29] = "* Shut up!"; message[30] = "* You think I don't know# how far gone I am!?"; message[31] = "* And where's this high# horse coming from???"; message[32] = "* Sounds to me like we're# in this pit together."; message[33] = "* Ceroba, please..."; message[34] = "* Just... get out of here# and let me finish what I# started. "; message[35] = "* Y-You can't have# Clover!"; message[36] = "* We are going to ASGORE# and that's that!"; message[37] = "* Don't you dare."; message[38] = "* Martlet, grab Clover!# I'll keep Ceroba at bay!"; prt[0] = 609; prt[1] = 418; prt[2] = 394; prt[3] = 394; prt[4] = 609; prt[5] = 416; prt[6] = 368; prt[7] = 394; prt[8] = 609; prt[9] = 394; prt[10] = 368; prt[11] = 366; prt[12] = 2735; prt[13] = 309; prt[14] = 309; prt[15] = 329; prt[16] = 309; prt[17] = 309; prt[18] = 754; prt[19] = 366; prt[20] = 406; prt[21] = 407; prt[22] = 418; prt[23] = 421; prt[24] = 420; prt[25] = 418; prt[26] = 416; prt[27] = 418; prt[28] = 406; prt[29] = 754; prt[30] = 754; prt[31] = 366; prt[32] = 368; prt[33] = 420; prt[34] = 394; prt[35] = 309; prt[36] = 309; prt[37] = 609; prt[38] = 421; switch (message_current) { case 0: noloop_message = 0; break; case 4: obj_ceroba_npc.npc_direction = "down"; break; case 5: obj_starlo_npc.npc_direction = "left"; break; case 7: obj_starlo_npc.npc_direction = "up"; break; case 8: obj_ceroba_npc.npc_direction = "right"; break; case 9: obj_ceroba_npc.npc_direction = "down"; break; case 17: skippable = false; message_timer = 10; break; case 18: skippable = true; message_timer = -1; break; case 28: skippable = false; message_timer = 10; break; case 29: if (noloop_message < message_current) { noloop_message = message_current; scr_screenshake(8, 2); audio_play_sound(snd_ceroba_yell, 1, 0); audio_stop_sound(other.cutscene_music); } message_timer = -1; skippable = true; break; case 35: obj_starlo_npc.npc_direction = "down"; break; case 37: obj_starlo_npc.npc_direction = "up"; break; case 38: obj_starlo_npc.npc_direction = "down"; break; } } break; case 36: if (!instance_exists(obj_newhome_03_effects)) instance_create_depth(0, 119, -999, obj_newhome_03_effects); obj_martlet_npc.x = 0; obj_martlet_npc.y = 119; if (cutscene_npc_action_sprite(1164, 198, 1, true, 0, 672, 27)) scene = 36; obj_starlo_npc.x = 0; obj_starlo_npc.y = 119; if (cutscene_npc_action_sprite(1169, 3385, 1, true, 0)) scene = 36; obj_ceroba_npc.x = 0; obj_ceroba_npc.y = 119; obj_ceroba_npc.npc_dynamic_depth = false; obj_ceroba_npc.depth = obj_starlo_npc.depth + 1; if (cutscene_npc_action_sprite(1161, 2148, 1, true, 0)) scene = 36; obj_player_npc.x = 0; obj_player_npc.y = 119; if (cutscene_npc_action_sprite(1168, 1274, 1, true, 0)) scene = 36; if (obj_starlo_npc.image_index >= 20) { obj_newhome_03_effects.image_speed = 0; with (obj_actor_npc_base) image_speed = 0; scene = 36.5; } break; case 36.5: if (cutscene_dialogue()) { obj_newhome_03_effects.image_speed = 1; with (obj_actor_npc_base) image_speed = 1; scene = 36.7; } with (msg) { sndfnt = 107; message[0] = "* Go, now!"; prt[0] = 421; } break; case 36.7: if (cutscene_npc_action_sprite(1164, 198, 1, true, 0, 672, 27)) scene = 36.7; if (obj_martlet_npc.image_index >= 50) { with (obj_actor_npc_base) image_speed = 0; scene = 37; } break; case 37: cutscene_dialogue(); with (msg) { sndfnt = 107; message[0] = "* Son of a!"; prt[0] = 403; skippable = false; message_timer = 30; } break; case 38: with (obj_actor_npc_base) image_speed = 1; if (round(obj_starlo_npc.image_index) == 72) { if (!audio_is_playing(snd_newhome_03_starlo_defeat)) audio_play_sound(snd_newhome_03_starlo_defeat, 1, 0); } if (floor(obj_starlo_npc.image_index) >= 108) { with (obj_actor_npc_base) image_speed = 0; scene++; } break; case 39: cutscene_music_start(154, 0); break; case 40: cutscene_wait(2.5); break; case 41: obj_ceroba_npc.image_speed = 1; if (round(obj_ceroba_npc.image_index) >= 119) { obj_ceroba_npc.sprite_index = spr_new_home_03_pref_ceroba_loop; obj_ceroba_npc.image_speed = 1; obj_ceroba_npc.action_sprite = true; obj_ceroba_npc.action_sprite_stop = false; instance_create_depth(0, 0, -2000, obj_petal_generator_overworld); cutscene_advance(); } break; case 42: cutscene_wait(1.5); break; case 43: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Clover... "; message[1] = "* I... "; message[2] = "* I'm sorry for what I've# done."; message[3] = "* I almost wish you never# showed up in the Wild# East."; message[4] = "* Maybe then I could've# continued to bury my# sorrows in the Saloon."; message[5] = "* But now... I must# follow through with my# mission."; prt[0] = 609; prt[1] = 609; prt[2] = 394; prt[3] = 371; prt[4] = 394; prt[5] = 609; position = 1; } break; case 44: scr_audio_fade_out(cutscene_music, 500); cutscene_wait(1.5); break; case 45: cutscene_music_start(14); break; case 46: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* I've somehow grown to# respect the hell out of# you but... "; message[1] = "* At the end of the# day... you're naive."; message[2] = "* There is so much you# don't understand about# monsters."; message[3] = "* What, did you think# you'd jump down here and# find them?"; message[4] = "* Five humans, living out# their lives, unharmed..."; message[5] = "* That isn't how it# works."; prt[0] = 370; prt[1] = 377; prt[2] = 394; prt[3] = 370; prt[4] = 377; prt[5] = 370; position = 1; } break; case 47: obj_player_npc.image_speed = 1; if (round(obj_player_npc.image_index) >= 115) { obj_player_npc.image_speed = 0; cutscene_advance(); } break; case 48: cutscene_wait(1.5); break; case 49: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* I'm guessing you# discovered that truth,# right? Then what?"; message[1] = "* Was your and Martlet's# plan to storm Asgore's# Castle for revenge?"; message[2] = "* Or was it simply to# plead for a free ticket# back to the Surface?"; message[3] = "* He only needs two more# SOULS to shatter the# barrier."; message[4] = "* Wouldn't hesitate for a# SECOND to make that one."; message[5] = "* But... who am I to# criticize how he carries# out business?"; message[6] = "* Here I am about to do# the very same thing..."; message[7] = "* I am a hypocrite. A# liar. Sure."; message[8] = "* But at least I... "; message[9] = "* ...with Chujin's# guidance, can save# countless monster lives."; message[10] = "* These two couldn't# understand that. And# Asgore..."; message[11] = "* Asgore is a coward."; message[12] = "* Didn't believe in my# husband at all."; message[13] = "* He thinks problems will# just disappear if he# closes the curtains."; message[14] = "* I long for freedom as# much as anyone but he..."; message[15] = "* He doesn't consider# what will happen once he# gets his SOULS."; message[16] = "* Everyone else too."; message[17] = "* They all believe victory# will come easy but the# humans I've heard of?"; message[18] = "* They are powerful.# Ruthless."; message[19] = "* As soon as we try to# leave..."; message[20] = "* ...They will stuff us# RIGHT back into this# hellhole."; message[21] = "* They want our misery to# fester until we give up# and die out."; message[22] = "* ..."; message[23] = "* I am no better than# Asgore on a scale of# morality, I'm sure of it."; message[24] = "* But what I am, is# proactive."; message[25] = "* Monsterkind is worth# protecting, so I will# see that it is done. "; prt[0] = 370; prt[1] = 370; prt[2] = 377; prt[3] = 371; prt[4] = 370; prt[5] = 377; prt[6] = 394; prt[7] = 609; prt[8] = 371; prt[9] = 371; prt[10] = 370; prt[11] = 377; prt[12] = 394; prt[13] = 371; prt[14] = 394; prt[15] = 394; prt[16] = 371; prt[17] = 370; prt[18] = 394; prt[19] = 394; prt[20] = 368; prt[21] = 368; prt[22] = 394; prt[23] = 370; prt[24] = 377; prt[25] = 609; position = 1; } break; case 50: cutscene_audio_fade(cutscene_music, 0, 1500, 0.15, false, true); break; case 51: cutscene_wait(1); break; case 52: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Truthfully..."; message[1] = "* I have nothing left in# life, so I've made peace# with throwing it away."; message[2] = "* ..."; message[3] = "* You'll fight back, but# you can't forever."; message[4] = "* Goodbye."; prt[0] = 609; prt[1] = 609; prt[2] = 609; prt[3] = 394; prt[4] = 609; position = 1; } break; case 53: obj_ceroba_npc.npc_dynamic_depth = false; obj_ceroba_npc.depth = -99999; cutscene_battle_initiate("ceroba", true, false); obj_heart_initiate_battle.x = 162; obj_heart_initiate_battle.y = 310; obj_heart_initiate_battle.x_override = 162; obj_heart_initiate_battle.y_override = 310; break; }