if live_call() return global.live_result; switch scene { case 0: if (obj_pl.x <= 1820) { scr_cutscene_start() cutscene_advance() } break case 1: instance_create_depth(obj_pl.x, 20, 850, obj_steamworks_22_energy_ball_fake) cutscene_advance() break case 2: if (!instance_exists(obj_steamworks_22_energy_ball_fake)) { audio_play_sound(snd_axis_energy_ball_explode, 1, 0) audio_play_sound(snd_glass_break_2, 1, 0) layer_set_visible("asset_broken_glass", true) layer_set_visible("asset_glass_flash", true) layer_set_visible("asset_glass_panel", false) alarm[0] = 1 scr_screenshake(10, 2) cutscene_advance() } break case 3: obj_pl.direction = 90 cutscene_follower_into_actor() break case 4: instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 35), obj_cutscene_ex) cutscene_npc_direction(obj_ceroba_npc, "up") break case 5: cutscene_wait(1) break case 6: instance_destroy(obj_cutscene_ex) layer_set_visible("asset_broken_glass", false) cutscene_advance() break case 7: cutscene_instance_create(0, 0, part_steamworks_22_glass) break case 8: cutscene_wait(1) break case 9: cutscene_instance_create(1690, 40, obj_axis_npc) obj_axis_npc.npc_dynamic_depth = false obj_axis_npc.depth = 850 break case 10: cutscene_npc_walk(1166, 1690, 90, 3, "y", "down") break case 11: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* FOUND YOU." prt[0] = 2916 } break case 12: cutscene_npc_set_sprites(obj_ceroba_npc, 81, 80, 78, 79, 61, 65, 60, 63) break case 13: cutscene_npc_walk(1161, 60, 120, 7, "x", "right") obj_ceroba_npc.solid = false cutscene_advance() break case 14: cutscene_music_start(627) break case 15: instance_create_depth(obj_axis_npc.x, obj_axis_npc.y, (layer_get_depth("tiles_outside") - 50), obj_steamworks_22_axis_throwing) instance_destroy(obj_axis_npc) cutscene_advance() break case 16: scr_cutscene_end() cutscene_camera_move(obj_pl.x, obj_pl.y, 1) dynamic_wall = instance_create((camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0])), 0, obj_wall) dynamic_wall.image_yscale = 12 global.sworks_flag[13] = 1 cutscene_advance(17) break case 17: obj_camera.move = false if (obj_pl.x < obj_camera.x) obj_camera.x = obj_pl.x dynamic_wall.x = camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0]) if (obj_pl.x < 540) { obj_steamworks_22_axis_throwing.alarm[0] = -1 instance_create(obj_pl.x, obj_pl.y, obj_player_npc) obj_player_npc.left_sprite = 17 cutscene_npc_walk(1168, 60, 140, 5, "x", "right", 1161) cutscene_advance() } break case 18: obj_camera.x = obj_pl.x if (obj_player_npc.npc_arrived == true) { scr_audio_fade_out(cutscene_music, 500) cutscene_camera_reset() } break case 19: cutscene_wait(1) break case 20: cutscene_npc_walk(1161, (obj_pl.x + 20), obj_pl.y, 3, "x", "right") break case 21: cutscene_wait(1.5) break case 22: cutscene_npc_direction(obj_ceroba_npc, "left") break case 23: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Looks like he's go- " prt[0] = 381 if (cutoff >= string_length(message[message_current])) { instance_destroy() other.scene += 1 instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 35), obj_cutscene_ex) } } break case 24: cutscene_npc_direction(obj_player_npc, "right") break case 25: cutscene_sfx_play(snd_undertale_appear, 1) break case 26: var energy_ball = instance_create_depth(370, 120, -240, obj_steamworks_22_energy_ball_fake_2) energy_ball.direction = point_direction(energy_ball.x, energy_ball.y, (obj_ceroba_npc.x + 20), (obj_ceroba_npc.y - 5)) energy_ball.speed = (point_distance(energy_ball.x, energy_ball.y, (obj_ceroba_npc.x + 20), (obj_ceroba_npc.y - 5))) / 27 energy_ball_deflect_noloop = false cutscene_advance() break case 27: ceroba_x_original = obj_ceroba_npc.x cutscene_wait(0.5) break case 28: instance_destroy(obj_cutscene_ex) obj_ceroba_npc.x = ceroba_x_original + 6 cutscene_npc_action_sprite(1161, 1268, 1, true, 0) if (obj_ceroba_npc.image_index >= 6 && energy_ball_deflect_noloop == false) { audio_play_sound(snd_ring, 1, 0) obj_steamworks_22_energy_ball_fake_2.direction = 25 obj_steamworks_22_energy_ball_fake_2.speed *= 1.5 energy_ball_deflect_noloop = true } break case 29: cutscene_wait(1.5) break case 30: cutscene_npc_reset_sprite(1161, "right") break case 31: cutscene_instance_create(360, 140, obj_axis_npc) break case 32: cutscene_npc_walk(1166, 240, 140, 4, "x", "left") break case 33: cutscene_wait(0.5) break case 34: cutscene_music_start(219) break case 35: cutscene_npc_action_sprite(1166, 2693, 1, true) break case 36: cutscene_npc_action_sprite(1166, 3312, 1, true, 1) cutscene_advance() break case 37: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Axis, hold on a second!" prt[0] = 381 } break case 38: cutscene_npc_action_sprite(1166, 2768, 1, false, 0) break case 39: cutscene_npc_reset_sprite(1166, "left") break case 40: cutscene_wait(1) break case 41: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* ONE." prt[0] = 473 } break case 42: cutscene_npc_action_sprite(1166, 1975, 1, true, 0) break case 43: cutscene_npc_action_sprite(1166, 3312, 1, true, 1) case 44: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[1] = 1166 talker[2] = 1166 talker[3] = 1161 message[0] = "* UH - ONE MILLION# SECONDS!" message[1] = "* I DO NOT HAVE THE# KNOWLEDGE TO COUNT THAT# HIGH." message[2] = "* WHAT IS THIS# ABOUT?" message[3] = "* I have a surprise for# you! A special one!" prt[0] = 381 prt[1] = 473 prt[2] = 473 prt[3] = 3754 } break case 45: cutscene_npc_action_sprite(1166, 2768, 1, false, 0) break case 46: cutscene_dialogue() with (msg) { talker[0] = 1166 talker[2] = 1161 message[0] = "* I WILL ADMIT, YOU HAVE# MY ATTENTION." message[1] = "* PROCEED." message[2] = "* I have for you, your# very own robot# companion!" prt[0] = 473 prt[1] = 473 prt[2] = 3754 } break case 47: cutscene_instance_create((obj_ceroba_npc.x + 40), (obj_ceroba_npc.y - 6), obj_steamworks_13_robuild_complete) audio_play_sound(snd_mart_impact_2, 1, 0) break case 48: cutscene_screenshake(0.5, 2) break case 49: cutscene_wait(1) break case 50: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* A sleek, top of the# line model!" message[1] = "* Aren't they beautiful?" prt[0] = 398 prt[1] = 3754 if (message_current >= 1) { skippable = false if (cutoff >= string_length(message[message_current])) { instance_destroy() other.scene++ } } } break case 51: scr_music_sudden_stop(cutscene_music, 5, true) cutscene_advance() break case 52: if cutscene_dialogue() { scr_music_sudden_stop(other.cutscene_music, 5, false) audio_sound_set_track_position(cutscene_music, 15.95) } with (msg) { talker[0] = 1166 message[0] = "* NO." message[1] = "* NOT IN THE MOOD." message[2] = "* MY EYES ARE ONLY SET ON# YOUR APPREHENSION." message[3] = "* GOODBYE." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 } break case 53: cutscene_npc_action_sprite(1166, 1772, 1, true, 0) break case 54: cutscene_npc_action_sprite(1166, 3312, 1, true, 1) break case 55: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[2] = 1166 message[0] = "* You're making them cry,# Axis!" message[1] = "* Come on, now!" message[2] = "* ROBOTS CANNOT CRY. I# HAVE TRIED." message[3] = "* GOODBYE." prt[0] = 381 prt[1] = 3754 prt[2] = 473 prt[3] = 473 } break case 56: cutscene_audio_fade(cutscene_music, 0, 500, 0.15, false, true) break case 57: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Well, it was worth a# shot." message[1] = "* Plan C it is!" prt[0] = 377 prt[1] = 394 } break case 58: cutscene_npc_action_sprite(1161, 3699, 1, true, 0) break case 59: cutscene_instance_create(obj_steamworks_13_robuild_complete.x, obj_steamworks_13_robuild_complete.y, obj_ceroba_shield) break case 60: cutscene_npc_action_sprite(1166, 3525, 1, false, 0) break case 61: break case 62: if (instance_exists(obj_steamworks_22_energy_ball_fake_2) && obj_steamworks_22_energy_ball_fake_2.x > (obj_axis_npc.x - 20)) { audio_play_sound(snd_axis_energy_ball_explode, 1, 0) instance_create_depth(0, 0, -9999, obj_steamworks_22_ball_flash) instance_destroy(obj_steamworks_22_energy_ball_fake_2) audio_play_sound(snd_undertale_explosion, 1, 0) layer_set_visible("rubble", false) scr_screenshake(1, 2) } if (!instance_exists(obj_steamworks_22_energy_ball_fake_2)) { cutscene_npc_action_sprite(1166, 3170, 1, true, 0) obj_axis_npc.npc_dynamic_depth = false obj_axis_npc.depth = -999 } break case 63: cutscene_wait(3) break case 64: cutscene_dialogue() with (msg) { talker[0] = 1166 talker[1] = 1161 talker[2] = 1166 message[0] = "* I AM IMMOBILE." message[1] = "* If you went with our# surprise, it wouldn't# have gotten messy." message[2] = "* DO NOT MOCK MY# JUDGMENT." message[3] = "* I WILL RETURN TO# CAPTURE YOU." message[4] = "* ...WITH NEW HANDS." prt[0] = 3332 prt[1] = 377 prt[2] = 473 prt[3] = 473 prt[4] = 473 } break case 65: cutscene_wait(0.5) break case 66: cutscene_npc_action_sprite(1166, 3571, 1, true, 0, 60, 0) break case 67: cutscene_npc_action_sprite(1166, 3319, 1, false, 0) cutscene_advance() break case 68: obj_axis_npc.x += 1 if (obj_axis_npc.x > 340) cutscene_advance() break case 69: cutscene_wait(0.5) break case 70: cutscene_npc_action_sprite(1161, 3168, 1, false, 0) break case 71: cutscene_npc_direction(obj_ceroba_npc, "left") break case 72: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Phew, I'm spent." message[1] = "* Next chair we see, I'm# taking a breather." prt[0] = 377 prt[1] = 394 } break case 73: cutscene_npc_walk(1161, obj_ceroba_npc.x, (obj_steamworks_13_robuild_complete.y + 20), 3, "x", "left", -4, obj_steamworks_13_robuild_complete.x, (obj_steamworks_13_robuild_complete.y + 20)) break case 74: obj_ceroba_npc.action_sprite = true obj_ceroba_npc.sprite_index = spr_ceroba_up_walk obj_ceroba_npc.image_speed = 0.2 cutscene_advance() break case 75: cutscene_wait(0.75) break case 76: instance_destroy(obj_steamworks_13_robuild_complete) cutscene_advance() break case 77: cutscene_npc_reset_sprite(1161, "left") break case 78: cutscene_sfx_play(snd_steamworks_13_robot, 1) break case 79: cutscene_npc_walk(1161, (obj_pl.x + 30), obj_pl.y, 3, "x", "left") break case 80: actor_follower = 1161 cutscene_actor_into_follower() with (global.party_member) sprite_index = left_sprite_idle break case 81: instance_destroy(obj_axis_npc) instance_destroy(dynamic_wall) global.sworks_flag[13] = 2 cutscene_end() break } if (scene >= 28 && energy_ball_deflect_noloop == true) { if instance_exists(obj_steamworks_22_energy_ball_fake_2) { if (obj_steamworks_22_energy_ball_fake_2.y < 50) { instance_destroy(obj_steamworks_22_energy_ball_fake_2) audio_play_sound(snd_axis_energy_ball_explode, 1, 0) scr_screenshake(8, 2) } } }