var actor_starlo = 1169; var actor_ed = 1162; var actor_ace = 1158; var actor_mooch = 1165; var actor_moray = 1167; var actor_ceroba = 1161; var actor_clover = 1168; switch (scene) { case 0: if (cutscene_wait(1.5)) cutscene_advance(6); break; case 1: cutscene_fade_in(actor_starlo, 2); break; case 2: cutscene_npc_walk(actor_starlo, actor_starlo.x, 270, 3, "y", "down", "nothing", 640, 270, 720, 375); cutscene_advance(); break; case 3: cutscene_wait(0.4); break; case 4: cutscene_fade_in(actor_clover, 2); break; case 5: cutscene_npc_walk(actor_clover, actor_clover.x, 270, 3, "y", "down", "nothing", 640, 270, 700, 375); break; case 6: cutscene_dialogue(); with (msg) { sndfnt = 107; talker[0] = actor_starlo; message[0] = "* You know the drill,# team!"; message[1] = "* Ain't no time to be# lazin' 'round."; prt[0] = 415; prt[1] = 417; } break; case 7: cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false); break; case 8: cutscene_wait(1); break; case 9: instance_create(900, 440, obj_wild_east_tumbleweed); cutscene_advance(); break; case 10: cutscene_wait(4); break; case 11: cutscene_dialogue(); with (msg) { message[0] = "* Uh, hellooo?"; message[1] = "* Where is everyone?"; prt[0] = 426; prt[1] = 428; talker[0] = actor_starlo; } break; case 12: cutscene_npc_direction(actor_starlo, "up"); break; case 13: audio_play_sound(snd_wild_east_bell, 1, 0); with (obj_wild_east_bell) { image_speed = 1/3; alarm[0] = 75; } cutscene_advance(); break; case 14: if (!audio_is_playing(snd_wild_east_bell)) cutscene_advance(); break; case 15: cutscene_npc_direction(actor_starlo, "down"); break; case 16: cutscene_wait(0.5); break; case 17: cutscene_npc_direction(actor_starlo, "left"); break; case 18: cutscene_dialogue(); with (msg) { message[0] = "* Sorry 'bout this,# Clover. They should be# here any second no- "; prt[0] = 418; talker[0] = actor_starlo; skippable = false; if (cutoff == string_length(message[message_current])) { with (other) cutscene_advance(); global.dialogue_open = false; } } break; case 19: if (cutscene_dialogue()) { cutscene_music_start(202); cutscene_advance(20); } with (msg) { message[0] = "* Star, what is happening# on the west end of town?"; prt[0] = 370; talker[0] = actor_ceroba; } break; case 20: cutscene_npc_walk(actor_ceroba, 620, 400, 2, "y", "right"); actor_clover.npc_direction = "left"; break; case 21: cutscene_dialogue(); with (msg) { message[0] = "* Would you care to# explain?"; message[1] = "* WHAT???"; prt[0] = 370; prt[1] = 404; talker[0] = actor_ceroba; talker[1] = actor_starlo; } break; case 22: cutscene_npc_walk(actor_starlo, actor_ceroba.x + 60, actor_ceroba.y, 4, "y", "left"); break; case 23: if (cutscene_dialogue()) scr_audio_fade_out(cutscene_music, 300); with (msg) { message[0] = "* Is anyone in danger???"; message[1] = "* Well... no probably not-"; message[2] = "* THEY ARE????"; message[3] = "* By George! This must be# an attack from Vengeful# Virgil!"; message[4] = "* Vengeful... Virgil?"; message[5] = "* Who is that?"; message[6] = "* Ceroba, come on!"; message[7] = "* We drew his wanted# poster last month!"; message[8] = "* It's on the news# board..."; message[9] = "* You helped me find the# thumb tacks and# everythin'..."; message[10] = "* Um..."; message[11] = "* Oh yeah!"; message[12] = "* Well, you better go# stop him then!"; message[13] = "* What are you waiting# for?"; message[14] = "* That's the spirit!"; message[15] = "* Let's put a stop to# this, Clover!"; prt[0] = 421; prt[1] = 394; prt[2] = 404; prt[3] = 417; prt[4] = 393; prt[5] = 371; prt[6] = 410; prt[7] = 410; prt[8] = 406; prt[9] = 406; prt[10] = 388; prt[11] = 393; prt[12] = 3754; prt[13] = 3754; prt[14] = 417; prt[15] = 417; talker[0] = actor_starlo; talker[1] = actor_ceroba; talker[2] = actor_starlo; talker[4] = actor_ceroba; talker[6] = actor_starlo; talker[10] = actor_ceroba; talker[14] = actor_starlo; if (message_current == 1) { skippable = false; if (cutoff == string_length(message[message_current])) { message_current += 1; cutoff = 0; } } else { skippable = true; } } break; case 24: cutscene_event_wildeast_stamp(1262, 253, 150, 2, 50); break; case 25: cutscene_npc_walk(actor_starlo, 120, 480, 4, "y", "left", false); cutscene_music_start(203); break; case 26: if (actor_clover.x > (actor_starlo.x - 40)) { cutscene_npc_walk(actor_clover, 120, 500, 4, "y", "left", false); cutscene_advance(); } break; case 27: if (actor_ceroba.x > (actor_clover.x - 40)) { cutscene_npc_walk(actor_ceroba, 120, 440, 4, "y", "left", false); cutscene_advance(); } break; case 28: if (actor_ceroba.npc_arrived && actor_clover.npc_arrived && actor_starlo.npc_arrived) cutscene_advance(); break; case 29: cutscene_wait(2); break; case 30: cutscene_npc_direction(actor_starlo, "up"); break; case 31: cutscene_dialogue(); with (msg) { message[0] = "* Huh."; message[1] = "* You sure you saw# somethin' troublin'# here?"; message[2] = "* Look down."; prt[0] = 421; prt[1] = 407; prt[2] = 382; talker[0] = actor_starlo; talker[2] = actor_ceroba; } break; case 32: cutscene_npc_direction(actor_starlo, "left"); break; case 33: cutscene_dialogue(); with (msg) { message[0] = "* GASP!"; prt[0] = 404; talker[0] = actor_starlo; } break; case 34: if (cutscene_move_all(false, 5, 160, 1000001, 1000004, true, false)) audio_play_sound(snd_wild_east_shocking_sound, 1, 0); break; case 35: cutscene_wait(2); break; case 36: cutscene_dialogue(); with (msg) { message[0] = "* Hey! I did not sign up# for this!"; message[1] = "* Get me out of here!"; message[2] = "* Ed! Keep it down! I# need to focus!"; message[3] = "* How in the heck will I# solve this colossal# conundrum?"; message[4] = "* Just untie them."; message[5] = "* And risk being tricked# into a booby trap?"; message[6] = "* Touching those ropes is# exactly what Virgil# wants!"; message[7] = "* ...What?"; message[8] = "* This is scary, Star!"; message[9] = "* I'm afraid you must# choose which track the# train travels on!"; message[10] = "* Yeah! Choose Ed!"; message[11] = "* Mooch, you are dead to# me."; message[12] = "* Unless Star chooses you# instead."; message[13] = "* ...That's cold."; message[14] = "* This is all too# overwhelmin'! I can't# do it!"; message[15] = "* Then have Clover choose."; message[16] = "* Of course!"; message[17] = "* Clover don't have no# emotional attachment to# y'all!"; message[18] = "* Should be simple!"; message[19] = "* Don't you think this is# a bit much?"; message[20] = "* Nah, it's easy!"; message[21] = "* Choose to leave the# track as is..."; message[22] = "* It won't be yer fault# but many monsters get# hit."; message[23] = "* Choose to change the# track..."; message[24] = "* It'll be by yer hand# but only Ed gets hit."; message[25] = "* Not as much of a# sacrifice."; message[26] = "* What did I do to# deserve this?"; prt[0] = 453; prt[1] = 453; prt[2] = 419; prt[3] = 421; prt[4] = 384; prt[5] = 413; prt[6] = 419; prt[7] = 371; prt[8] = 450; prt[9] = 446; prt[10] = 463; prt[11] = 454; prt[12] = 458; prt[13] = 454; prt[14] = 418; prt[15] = 435; prt[16] = 419; prt[17] = 424; prt[18] = 417; prt[19] = 381; prt[20] = 422; prt[21] = 419; prt[22] = 421; prt[23] = 407; prt[24] = 421; prt[25] = 421; prt[26] = 454; talker[0] = actor_ed; talker[2] = actor_starlo; talker[4] = actor_ceroba; talker[5] = actor_starlo; talker[7] = actor_ceroba; talker[8] = actor_moray; talker[10] = actor_mooch; talker[11] = actor_ed; talker[12] = actor_mooch; talker[13] = actor_ed; talker[14] = actor_starlo; talker[15] = actor_ace; talker[16] = actor_starlo; talker[17] = actor_starlo; talker[19] = actor_ceroba; talker[20] = actor_starlo; talker[26] = actor_ed; } break; case 37: cutscene_sfx_play(266, 0.65); break; case 38: if (audio_is_playing(snd_wild_east_train_horn)) exit; cutscene_dialogue(); with (msg) { message[0] = "* We're out of time!"; message[1] = "* If only we coulda# untied everyone!"; message[2] = "* If only."; message[3] = "* You gotta choose now,# Clover!"; prt[0] = 419; prt[1] = 418; prt[2] = 384; prt[3] = 419; talker[0] = actor_starlo; talker[2] = actor_ceroba; talker[3] = actor_starlo; } break; case 39: if (!instance_exists(obj_wild_east_train_lever)) { prop_lever = instance_create(__view_get(e__VW.XView, 0) + __view_get(e__VW.WView, 0) + 35, actor_clover.y + 40, obj_wild_east_train_lever); prop_lever.hspeed = (((__view_get(e__VW.XView, 0) + __view_get(e__VW.WView, 0) + 40) - actor_clover.x) / 60) * -2; audio_play_sound(snd_slide_whistle, 1, 0); } if (prop_lever.hspeed < 0) { prop_lever.hspeed += 0.05; } else { cutscene_advance(40); prop_lever.hspeed = 0; } break; case 40: instance_create(0, 0, obj_train_choice); cutscene_advance(); break; case 41: if (obj_train_choice.selection_confirmed == true) { if (obj_train_choice.selection == 0) cutscene_advance(42); if (obj_train_choice.selection == 1) { prop_lever.image_speed = 0.2; cutscene_advance(49); } } break; case 42: cutscene_sfx_play(266, 1); break; case 43: if (audio_is_playing(snd_wild_east_train_horn)) exit; if (!instance_exists(obj_wild_east_npc_train)) actor_train = instance_create(actor_mooch.x, 310, obj_wild_east_npc_train); cutscene_advance(); break; case 44: cutscene_camera_move(obj_camera.x, 400, 2, false); break; case 45: if (cutscene_npc_walk(actor_train, actor_train.x, actor_mooch.y - 30, 1, "y", "down")) { audio_play_sound(snd_mo_kick, 1, 0); scr_screenshake(3, 2); } scr_audio_fade_out(cutscene_music, 100); break; case 46: cutscene_npc_action_sprite(actor_train, 1236, 0.3, true, 0, 425, 3); break; case 47: cutscene_wait(1); break; case 48: if (cutscene_dialogue()) { cutscene_advance(55); global.dunes_flag[23] = 1; } with (msg) { message[0] = "* Ouch!"; message[1] = "* You owe me for this."; message[2] = "* Clover... I thought we# were friends."; message[3] = "* Eh, I'm okay with it."; message[4] = "* Ha! Clover likes me# more!"; message[5] = "* Now, now."; message[6] = "* This decision was a# tough'n."; message[7] = "* Having the casualty be# on your hands is a lot# to handle, mentally."; message[8] = "* There's a lot more to# it than that, Star."; message[9] = "* This is a deep scenario# that requires a lot of# thinking."; message[10] = "* We don't have time fer# thinkin'!"; message[11] = "* This was a test of# judgment and Clover# passed!"; message[12] = "* Passed? How exactly?"; message[13] = "* Aah, quit bein' so# technical 'bout# everythin', Moray."; message[14] = "* Clover saved Ed.# That's... pretty good."; message[15] = "* I can't tell if that# was an insult."; message[16] = "* Anywho. I'll see ya at# the usual spot, kid."; message[17] = "* Come to me when ye're# ready for the final# mission!"; prt[0] = 456; prt[1] = 460; prt[2] = 446; prt[3] = 436; prt[4] = 452; prt[5] = 421; prt[6] = 419; prt[7] = 407; prt[8] = 377; prt[9] = 371; prt[10] = 419; prt[11] = 421; prt[12] = 447; prt[13] = 410; prt[14] = 407; prt[15] = 454; prt[16] = 417; prt[17] = 417; talker[0] = actor_mooch; talker[2] = actor_moray; talker[3] = actor_ace; talker[4] = actor_ed; talker[5] = actor_starlo; talker[8] = actor_ceroba; talker[10] = actor_starlo; talker[12] = actor_moray; talker[13] = actor_starlo; talker[15] = actor_ed; talker[16] = actor_starlo; } break; case 49: if (audio_is_playing(snd_wild_east_train_horn)) exit; if (!instance_exists(obj_wild_east_npc_train)) actor_train = instance_create(actor_ed.x, 310, obj_wild_east_npc_train); cutscene_advance(); break; case 50: cutscene_camera_move(obj_camera.x, 400, 2, false); break; case 51: scr_audio_fade_out(cutscene_music, 100); if (cutscene_npc_walk(actor_train, actor_train.x, actor_ed.y - 30, 1, "y", "down")) { audio_play_sound(snd_mo_kick, 1, 0); scr_screenshake(3, 2); } break; case 52: cutscene_wait(1); break; case 53: cutscene_npc_action_sprite(actor_train, 1236, 0.3, true, 0, 425, 3); break; case 54: if (cutscene_dialogue()) { cutscene_advance(55); global.dunes_flag[23] = 0; } with (msg) { message[0] = "* Oof!"; message[1] = "* Clover! How could you!?"; message[2] = "* Is this about me# carrying ya earlier?# Did I hurt ya?"; message[3] = "* Now, now!"; message[4] = "* In defense of Clover,# they just saved many# lives."; message[5] = "* I guess that's true..."; message[6] = "* Clover proved that they# were willing to# sacrifice to be a hero."; message[7] = "* Quite noble, don'tcha# think, Ceroba?"; message[8] = "* There's a lot of layers# to this scenario."; message[9] = "* I believe it's more of# a gray are- "; message[10] = "* Quite noble indeed."; message[11] = "* This was a test of yer# judgment."; message[12] = "* I'd say you passed,# buddy!"; message[13] = "* I'll be in the usual# spot for yer final task!"; prt[0] = 454; prt[1] = 451; prt[2] = 454; prt[3] = 415; prt[4] = 419; prt[5] = 454; prt[6] = 419; prt[7] = 407; prt[8] = 370; prt[9] = 377; prt[10] = 415; prt[11] = 417; prt[12] = 422; prt[13] = 417; talker[0] = actor_ed; talker[3] = actor_starlo; talker[5] = actor_ed; talker[6] = actor_starlo; talker[8] = actor_ceroba; talker[10] = actor_starlo; if (message_current == 9) { skippable = false; if (cutoff == string_length(message[message_current])) { message_current += 1; cutoff = 0; } } else { skippable = true; } } break; case 55: cutscene_npc_walk(actor_starlo, 420, actor_starlo.y, 3, "x", "right"); break; case 56: cutscene_dialogue(); with (msg) { message[0] = "* Sigh..."; message[1] = "* See you around."; prt[0] = 384; prt[1] = 382; talker[0] = actor_ceroba; } break; case 57: cutscene_npc_walk(actor_ceroba, 420, actor_ceroba.y, 3, "x", "right"); break; case 58: cutscene_sfx_play(361, 1); instance_destroy(actor_ceroba); instance_destroy(actor_starlo); break; case 59: cutscene_wait(1); break; case 60: cutscene_dialogue(); with (msg) { message[0] = "* Hey! Is anyone gonna# untie us?"; prt[0] = 450; talker[0] = actor_moray; } break; case 61: cutscene_move_all(false, -5, 160, 1000001, 1000004, true, false); break; case 62: cutscene_camera_move(obj_pl.x, obj_pl.y, 5); break; case 63: scr_cutscene_end(); instance_create(720, 380, obj_determination); instance_destroy(actor_clover); __view_set(e__VW.Object, 0, obj_pl); instance_destroy(); global.dunes_flag[20] = 7; scr_radio_restart(); break; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }