var actor_starlo = obj_starlo_npc var actor_ed = obj_ed_npc var actor_ace = 1158 var actor_mooch = obj_mooch_npc var actor_moray = 1167 var actor_ceroba = obj_ceroba_npc var actor_clover = obj_player_npc 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(spr_wild_east_stamp_3, 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(snd_wild_east_train_horn, 0.65) break case 38: if audio_is_playing(snd_wild_east_train_horn) return; 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((0 << 0), 0)) + (__view_get((2 << 0), 0)) + 35), (actor_clover.y + 40), obj_wild_east_train_lever) prop_lever.hspeed = ((__view_get((0 << 0), 0)) + (__view_get((2 << 0), 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(snd_wild_east_train_horn, 1) break case 43: if audio_is_playing(snd_wild_east_train_horn) return; 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) return; 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(snd_doorclose, 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((9 << 0), 0, 1031) instance_destroy() global.dunes_flag[20] = 7 scr_radio_restart() break }