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, obj_player_npc) 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 }