if (live_call()) return global.live_result; switch (scene) { case 0: if (obj_pl.x < 520) { scr_cutscene_start(); cutscene_advance(); } break; case 1: cutscene_follower_into_actor(); break; case 2: cutscene_npc_walk(1161, 450, obj_ceroba_npc.y, 3, "x", "up"); break; case 3: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Well, there we go."; message[1] = "* Definitely what I need# after that madness."; prt[0] = 395; prt[1] = 372; } break; case 4: cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); break; case 5: cutscene_camera_move(405, 177, 3); cutscene_advance(); break; case 6: cutscene_npc_walk(1161, 408, 160, 3, "y", "down"); cutscene_advance(); break; case 7: cutscene_npc_walk(1168, 408, 210, 3, "x", "up"); cutscene_advance(); break; case 8: if (obj_camera.xx == obj_camera.x && obj_camera.yy == obj_camera.y && obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived) { audio_play_sound(snd_playerjump, 1, 0); cutscene_advance(); } break; case 9: obj_player_npc.x = 408; obj_player_npc.y = 196; obj_player_npc.npc_action_sprite = true; cutscene_npc_action_sprite(1168, 3483, 1, true, 0); break; case 10: cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.18, false, true); break; case 11: cutscene_wait(0.5); break; case 12: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* ..."; message[1] = "* I wonder what Starlo's# up to right now?"; message[2] = "* Probably on some Feisty# Five quest with a smile# on his face."; message[3] = "* I do envy him... to be# wrapped in optimism and# fantasy."; message[4] = "* That's pretty rare# amongst monsters."; message[4] = "* Most might act# cheerful, but life down# here..."; message[5] = "* ...It's hopeless."; message[6] = "* That's why they look to# the King for assurance."; message[7] = "* They believe once he# gets seven SOULs and# breaks the barrier..."; message[8] = "* ...he'll easily be able# to overthrow whatever# awaits on the Surface."; message[9] = "* A rather foolish# outlook if you ask me."; message[10] = "* Who knows how the humans# have prepared for# retaliation since then?"; message[11] = "* But I digress... We# should handle our own# problems first."; message[12] = "* I can't imagine what# Kanako's going through# right now..."; message[13] = "* ..."; message[14] = "* You haven't seen my# Kanako yet, have you?"; message[15] = "* Here, take a look."; prt[0] = 370; prt[1] = 394; prt[2] = 374; prt[3] = 377; prt[4] = 377; prt[5] = 394; prt[6] = 370; prt[7] = 370; prt[8] = 377; prt[9] = 370; prt[10] = 370; prt[11] = 377; prt[12] = 394; prt[13] = 394; prt[14] = 370; prt[15] = 370; } if (msg.message_current == 5 && !audio_is_playing(mus_kanako)) { cutscene_music = audio_play_sound(mus_kanako, 20, 1); audio_sound_gain(cutscene_music, 1, 0); } break; case 13: cutscene_npc_action_sprite(1161, 2583, 1, true, 0); break; case 14: cutscene_wait(0.5); break; case 15: if (picture_alpha < 0.99) { picture_alpha = lerp(picture_alpha, 1, 0.05); } else { picture_alpha = 1; cutscene_advance(); } break; case 16: cutscene_wait(1); break; case 17: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Look at that smile.# Definitely her father's."; message[1] = "* ..."; message[2] = "* Gifted like her father# too. She's a..."; message[3] = "* ..."; message[4] = "* ...She didn't deserve# this life."; message[5] = "* I truly wish things# could be different..."; message[6] = "* ...But, that's not what# \"fate\" had planned."; prt[0] = 395; prt[1] = 394; prt[2] = 395; prt[3] = 394; prt[4] = 370; prt[5] = 394; prt[6] = 394; } break; case 18: if (picture_alpha > 0.1) { picture_alpha = lerp(picture_alpha, 0, 0.05); } else { picture_alpha = 0; cutscene_advance(); } break; case 19: cutscene_npc_action_sprite_reverse(1161, 2583, 1, false); break; case 20: cutscene_wait(0.25); break; case 21: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* I apologize for my# vagueness."; message[1] = "* I prefer to keep the# bad memories to myself."; prt[0] = 377; prt[1] = 394; } break; case 22: cutscene_audio_fade(cutscene_music, 0, 500, 0.2, false, true); break; case 23: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Anyway, the Lab# shouldn't be horribly# far from here."; message[1] = "* We WILL get to the# bottom of this, Clover."; message[2] = "* In the meantime, you# can scout ahead. I'm# gonna rest a bit longer."; prt[0] = 377; prt[1] = 370; prt[2] = 377; } break; case 24: if (cutscene_npc_action_sprite_reverse(1168, 3483, 0.5, false)) { instance_destroy(obj_player_npc); obj_pl.x = 389; obj_pl.y = 204; } break; case 25: cutscene_camera_move(obj_pl.x, obj_pl.y, 1); break; case 26: cutscene_advance(); scr_cutscene_end(); camera_set_view_target(view_camera[0], 1031); (104950).y = 240; global.sworks_flag[14] = 1; global.party_member = -4; scr_radio_restart(); break; case 27: with (obj_ceroba_npc) { if (interact) { scr_text(); with (msg) { talker[0] = 1161; message[0] = "* Go on."; message[1] = "* Just scream if# something makes an# attempt on your life."; prt[0] = 370; prt[1] = 377; } } } break; }