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, obj_player_npc) break case 3: cutscene_npc_direction(obj_player_npc, "up") break case 4: cutscene_instance_create(actor_follower.x, (actor_follower.y - 40), obj_cutscene_ex) break case 5: cutscene_sfx_play(snd_encounter, 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(obj_martlet_npc, "left") case 14: cutscene_npc_direction(obj_player_npc, "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(obj_martlet_npc, "up") case 17: cutscene_npc_direction(obj_player_npc, "up") break case 18: cutscene_camera_move(163, 290, 2) break case 19: cutscene_wait(1) break case 20: cutscene_npc_direction(obj_ceroba_npc, "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(obj_ceroba_npc, "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(obj_ceroba_npc, "down") case 26: cutscene_npc_direction(obj_starlo_npc, "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(obj_ceroba_npc, "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 }