if live_call() return global.live_result; if (global.sworks_flag[39] < 1) { switch scene { case 0: cutscene_instance_create(160, 180, obj_player_npc) obj_player_npc.npc_direction = "up" obj_player_npc.image_alpha = 0 break case 1: obj_player_npc.image_alpha += 0.2 if (obj_player_npc.image_alpha >= 1) scene++ break case 2: cutscene_npc_walk(1168, 176, 132, 3, "y", "down") break case 3: cutscene_instance_create(160, 180, obj_ceroba_npc) obj_ceroba_npc.npc_direction = "up" obj_ceroba_npc.image_alpha = 0 break case 4: obj_ceroba_npc.image_alpha += 0.2 if (obj_ceroba_npc.image_alpha >= 1) scene++ break case 5: if cutscene_npc_walk(1161, 148, 133, 3, "y", "right") { scene = 5.5 obj_player_npc.npc_direction = "left" } break case 5.5: if cutscene_wait(1.5) scene = 6 break case 6: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_hello obj_steamworks_38_elevator_face.image_speed = 1 scene++ break case 7: if (obj_steamworks_38_elevator_face.sprite_index == spr_steamworks_38_face_hello && obj_steamworks_38_elevator_face.image_index < (obj_steamworks_38_elevator_face.image_number - 1)) return; if (obj_steamworks_38_elevator_face.sprite_index != spr_steamworks_38_face_talking) { obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_talking obj_steamworks_38_elevator_face.image_index = 0 } cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* Heeello!!! I welcome you into# my body!!!" message[1] = "* Where ever would you like to# go??" position = 0 } obj_player_npc.npc_direction = "up" obj_ceroba_npc.npc_direction = "up" break case 8: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Top floor." prt[0] = 377 position = 0 } break case 9: cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* Did you say: \"Basement?\"" position = 0 } break case 10: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Get us to the roof! Out# of here! Whatever!" prt[0] = 368 position = 0 } break case 11: cutscene_wait(1.5) break case 12: cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* I carry a negative opinion of# you." message[1] = "* Heading to: \"Out of here.\"" position = 0 } break case 13: cutscene_wait(0.5) break case 14: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_loading obj_steamworks_38_elevator_face.image_speed = 1 audio_play_sound(snd_ring, 1, 0) cutscene_advance() break case 15: if (door_closed_amount < 1) door_closed_amount += 0.05 else cutscene_sfx_play(snd_elevator_door_shut, 1) break case 16: cutscene_wait(1) break case 17: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_up if (global.last_room_overworld == "rm_steamworks_32") obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_down obj_steamworks_38_elevator_face.image_speed = 1 cutscene_advance() break case 18: cutscene_sfx_play(snd_elevator, 1) audio_play_sound(snd_rumble, 1, 1) break case 19: cutscene_npc_action_sprite(1168, 1109, 0.25, true, 0) scene = 19.5 break case 19.5: if cutscene_npc_walk(1161, 138, 133, 1, "x", "down") scene = 19.7 break case 19.7: if cutscene_npc_action_sprite(1161, 72, 1, true, 0) scene = 20 break case 20: cutscene_wait(1.5) break case 21: cutscene_dialogue() with (msg) { talker[0] = 1161 ch_msg = 8 ch[1] = "The 5\nhumans..." ch[2] = "Personal\nmission" message[0] = "* Ugh, sorry for all the# outbursts." message[1] = "* All of this is..." message[2] = "* It's a lot to process." message[3] = "* Bet you're pretty tired# of learning about me# so..." message[4] = "* ...What about you?" message[5] = "* You're not exactly a# talker so I don't know# much." message[6] = "* Why are you here in the# first place?" message[7] = "* Did you simply trip and# fall into the# Underground?" message[8] = "* I'm curious." prt[0] = 394 prt[1] = 371 prt[2] = 394 prt[3] = 370 prt[4] = 372 prt[5] = 377 prt[6] = 370 prt[7] = 370 prt[8] = 370 message[9] = "* I see..." message[10] = "* You wanted to find out# what happened to those# kids." message[11] = "* ...A noble mission.# Takes guts." message[12] = "* I'm... assuming you# haven't found them yet,# though." message[13] = "* ..." prt[9] = 377 prt[10] = 394 prt[11] = 377 prt[12] = 394 prt[13] = 371 } break case 22: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_talking obj_steamworks_38_elevator_face.image_index = 0 obj_steamworks_38_elevator_face.image_speed = 0 audio_play_sound(snd_ring, 1, 0) audio_stop_sound(snd_rumble) cutscene_advance() break case 23: cutscene_wait(1) break case 24: obj_player_npc.sprite_index = spr_pl_run_left obj_player_npc.image_index = 1 obj_player_npc.image_speed = 0 audio_play_sound(snd_playerjump, 1, 0) with (obj_player_npc) path_start(pt_small_jump, 4, path_action_stop, false) scene++ break case 25: var check = false with (obj_player_npc) { if (path_position >= 1) check = true } if check cutscene_npc_reset_sprite(1168, "up") break case 26: cutscene_npc_reset_sprite(1161, "right") break case 27: cutscene_npc_walk(1161, 148, 133, 2, "x", "up") break case 28: cutscene_wait(0.75) break case 29: cutscene_dialogue_special("swirl", 65280) with (msg) { message[0] = "* We have arrived at \"Out of# here.\"" position = 0 } break case 30: cutscene_sfx_play(snd_sliding_door_open, 1) break case 31: if (door_closed_amount > 0) door_closed_amount -= 0.05 else cutscene_advance() break case 32: cutscene_wait(1) break case 33: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Well uh... better get# moving." prt[0] = 371 } break case 34: cutscene_npc_walk(1168, 160, 180, 3, "x", "down") break case 35: obj_player_npc.image_alpha -= 0.2 if (obj_player_npc.image_alpha <= 0) scene++ break case 36: cutscene_npc_walk(1161, 160, 180, 3, "x", "down") break case 37: obj_ceroba_npc.image_alpha -= 0.2 if (obj_ceroba_npc.image_alpha <= 0) scene++ break case 38: audio_stop_all() global.party_member = 1171 cutscene_change_room(202, 840, 280, 0.025) global.sworks_flag[39] = 1 break } camera_set_view_pos(view_camera[0], 0, 0) camera_set_view_pos(view_camera[0], random_range((-screenshake_intensity), screenshake_intensity), random_range(screenshake_intensity, screenshake_intensity)) if (scene > 18 && scene < 22) { if (screenshake_intensity < 1) screenshake_intensity += 0.05 } else if (screenshake_intensity > 0) screenshake_intensity -= 0.15 } else { switch scene { case 0: cutscene_instance_create(160, 180, obj_player_npc) obj_player_npc.npc_direction = "up" obj_player_npc.image_alpha = 0 break case 1: obj_player_npc.image_alpha += 0.2 if (obj_player_npc.image_alpha >= 1) scene++ break case 2: cutscene_npc_walk(1168, 176, 132, 3, "y", "down") break case 3: if (global.party_member == -4) { scene = 6 return; } cutscene_instance_create(160, 180, obj_ceroba_npc) obj_ceroba_npc.npc_direction = "up" obj_ceroba_npc.image_alpha = 0 break case 4: obj_ceroba_npc.image_alpha += 0.2 if (obj_ceroba_npc.image_alpha >= 1) scene++ break case 5: if cutscene_npc_walk(1161, 148, 133, 3, "y", "down") scene = 6 break case 6: cutscene_wait(0.5) break case 7: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_loading obj_steamworks_38_elevator_face.image_speed = 1 audio_play_sound(snd_ring, 1, 0) cutscene_advance() break case 8: if (door_closed_amount < 1) door_closed_amount += 0.05 else cutscene_sfx_play(snd_elevator_door_shut, 1) break case 9: cutscene_wait(1) break case 10: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_up if (global.last_room_overworld == "rm_steamworks_32") obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_down obj_steamworks_38_elevator_face.image_speed = 1 cutscene_advance() break case 11: cutscene_sfx_play(snd_elevator, 1) break case 12: cutscene_wait(3.7) break case 13: obj_steamworks_38_elevator_face.sprite_index = spr_steamworks_38_face_hello obj_steamworks_38_elevator_face.image_index = 0 obj_steamworks_38_elevator_face.image_speed = 1 cutscene_advance() break case 14: cutscene_wait(1) break case 15: cutscene_sfx_play(snd_sliding_door_open, 1) break case 16: if (door_closed_amount > 0) door_closed_amount -= 0.05 else cutscene_advance() break case 17: cutscene_wait(1.5) break case 18: cutscene_npc_walk(1168, 160, 180, 3, "x", "down") break case 19: if (global.party_member != -4) cutscene_npc_walk(1161, 160, 180, 3, "x", "down") else cutscene_advance() break case 20: audio_stop_all() if (global.last_room_overworld == "rm_steamworks_32") cutscene_change_room(240, 120, 380, 0.1) else cutscene_change_room(202, 840, 280, 0.1) break } if (scene > 17) { if (obj_player_npc.y > 160 && obj_player_npc.image_alpha > 0) obj_player_npc.image_alpha -= 0.2 if (instance_exists(obj_ceroba_npc) && obj_ceroba_npc.y > 160 && obj_ceroba_npc.image_alpha > 0) obj_ceroba_npc.image_alpha -= 0.2 } camera_set_view_pos(view_camera[0], 0, 0) camera_set_view_pos(view_camera[0], random_range((-screenshake_intensity), screenshake_intensity), random_range(screenshake_intensity, screenshake_intensity)) if (scene > 11 && scene < 13) { if (screenshake_intensity < 1) screenshake_intensity += 0.05 } else if (screenshake_intensity > 0) screenshake_intensity -= 0.15 }