var actor_starlo = obj_starlo_npc var actor_ed = obj_ed_npc var actor_mooch = obj_mooch_npc var actor_moray = obj_moray_npc var actor_ace = obj_ace_npc var actor_clover = obj_player_npc if instance_exists(obj_ceroba_npc) var actor_ceroba = obj_ceroba_npc switch scene { case 0: cutscene_music_start(184, 0) break case 1: if cutscene_wait(1.5) cutscene_advance(6) 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(0.5) 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) { message[0] = "* Final call!" message[1] = "* Get on over here!" prt[0] = 417 prt[1] = 417 talker[0] = actor_starlo sndfnt = 107 } break case 7: cutscene_npc_walk(actor_ed, 680, 440, 3, "x", "up") cutscene_npc_walk(actor_ace, 760, 440, 3, "y", "up") cutscene_npc_walk(actor_moray, 640, 375, 3, "y", "right") cutscene_npc_walk(actor_mooch, 800, 375, 3, "x", "left") cutscene_advance() break case 8: if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) cutscene_advance() break case 9: cutscene_dialogue() with (msg) { message[0] = "* Are y'all ready?" sndfnt_array[0] = 107 talker[0] = actor_starlo message[1] = "* Actually, there's# something we wanted to# talk about." sndfnt_array[1] = 391 talker[1] = actor_moray message[2] = "* Yea. 'Bout the general# work environment." sndfnt_array[2] = 104 talker[2] = actor_ed message[3] = "* Maybe later. Let's keep# movin'!" sndfnt_array[3] = 107 talker[3] = actor_starlo message[4] = "* ..." sndfnt_array[4] = 391 talker[4] = actor_moray message[5] = "* So Clover! I actually# tricked ya." message[6] = "* There is no fourth# mission!" message[7] = "* Well, there used to be# but we cut it out of# the regiment." message[8] = "* Anyway! YOU PASSED# EVERYTHIN'!!" message[9] = "* You are now the proud# deputy of this fine# town!" sndfnt_array[5] = 107 talker[5] = actor_starlo message[10] = "* Wait! Deputy???" message[11] = "* I thought this was for# a normal spot on the# team!" sndfnt_array[10] = 105 talker[10] = actor_mooch message[12] = "* Clover is too special# and skilled for a# normal spot!" sndfnt_array[12] = 107 talker[12] = actor_starlo message[13] = "* Star, this is hardly# fair." sndfnt_array[13] = 106 talker[13] = actor_ace message[14] = "* Life ain't always fair# in the Wild East, bucko!" message[15] = "* They passed their# trainin' like anyone# else." sndfnt_array[14] = 107 talker[14] = actor_starlo message[16] = "* That was trainin'?" message[17] = "* We barely did anything!" message[18] = "* That last mission# especially was awful!" sndfnt_array[16] = 104 talker[16] = actor_ed message[19] = "* Calm down, will ya?" message[20] = "* Ye're killin' my good# mood!" message[21] = "* I have to run to the# Mines to get Clover's# badge made." message[22] = "* I was too busy with# everythin' that it# slipped my mind." message[23] = "* You five have fun!" message[24] = "* I'll be riiiight back!" sndfnt_array[19] = 107 talker[19] = actor_starlo prt[0] = 417 prt[1] = 449 prt[2] = 451 prt[3] = 407 prt[4] = 448 prt[5] = 417 prt[6] = 422 prt[7] = 421 prt[8] = 422 prt[9] = 417 prt[10] = 456 prt[11] = 460 prt[12] = 418 prt[13] = 435 prt[14] = 421 prt[15] = 419 prt[16] = 451 prt[17] = 453 prt[18] = 453 prt[19] = 403 prt[20] = 410 prt[21] = 421 prt[22] = 418 prt[23] = 417 prt[24] = 417 } break case 10: scr_audio_fade_out(cutscene_music, 500) cutscene_camera_freeze() break case 11: cutscene_wait(1) break case 12: cutscene_npc_walk(actor_starlo, actor_starlo.x, 600, 3, "y", "down") break case 13: cutscene_wait(1) break case 14: cutscene_npc_walk(actor_ed, 690, 420, 3, "x", "up") cutscene_npc_walk(actor_ace, 730, 420, 3, "y", "up") cutscene_npc_walk(actor_moray, 660, 375, 3, "y", "right") cutscene_npc_walk(actor_mooch, 750, 375, 3, "x", "left") cutscene_advance() break case 15: if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived) cutscene_advance() break case 16: cutscene_dialogue() with (msg) { message[0] = "* This is just peachy.# You gettin' this# attention n' all." message[1] = "* How come you waltz in# here and Star instantly# makes ya deputy?" prt[0] = 454 prt[1] = 453 sndfnt_array[0] = 104 talker[0] = actor_ed message[2] = "* We didn't get this kind# of treatment." message[3] = "* We had to go through# weeks of lasso lessons.# Lassons for short." prt[2] = 435 prt[3] = 435 sndfnt_array[2] = 106 talker[2] = actor_ace message[4] = "* For me to become part# of the team..." message[5] = "* Star made me walk# around with a snake in# my boot for a week!" message[6] = "* ...It was rubber but# the rashes it gave me# were unbearable!" prt[4] = 446 prt[5] = 448 prt[6] = 446 sndfnt_array[4] = 391 talker[4] = actor_moray message[7] = "* Yeah and he made me# pickpocket monsters by# the Oasis!" prt[7] = 455 sndfnt_array[7] = 105 talker[7] = actor_mooch } break case 17: cutscene_wait(1) break case 18: cutscene_dialogue() with (msg) { message[0] = "* Star didn't make you do# that." prt[0] = 447 sndfnt_array[0] = 391 talker[0] = actor_moray message[1] = "* :)" prt[1] = 466 sndfnt_array[1] = 105 talker[1] = actor_mooch message[2] = "* Ya know what? This# ain't fair to any of us." message[3] = "* Clover needs a# challenge." message[4] = "* We need to see if# they're truly worthy of# joining our squad!" prt[2] = 453 prt[3] = 453 prt[4] = 451 sndfnt_array[2] = 104 talker[2] = actor_ed message[5] = "* Finally, some REAL# excitement!" prt[5] = 463 sndfnt_array[5] = 105 talker[5] = actor_mooch message[6] = "* Feisty Four! Here we# come!" prt[6] = 449 sndfnt_array[6] = 391 talker[6] = actor_moray } break case 19: cutscene_battle_initiate("feisty five", false, false) break case 20: global.dunes_flag[22] = 1 instance_destroy() break case 21: with (obj_radio) audio_stop_sound(current_song) cutscene_camera_freeze(720, 400) break case 22: cutscene_npc_walk(actor_starlo, actor_starlo.x, 480, 4, "y", "up") break case 23: cutscene_dialogue() with (msg) { message[0] = "* What in the actual# goshdarn tarnation is# happenin' here?" prt[0] = 403 sndfnt_array[0] = 107 talker[0] = actor_starlo position = 1 } break case 24: cutscene_npc_walk(actor_ed, 680, 420, 2, "y", "down") cutscene_npc_walk(actor_ace, 740, 420, 2, "y", "down") cutscene_npc_walk(actor_moray, 620, 420, 2, "x", "down") cutscene_npc_walk(actor_mooch, 780, 420, 2, "x", "down") cutscene_advance(25) break case 25: if cutscene_wait(2) { cutscene_music_start(197) cutscene_advance(26) } break case 26: cutscene_dialogue() with (msg) { color = true col_modif[0] = make_color_rgb(255, 206, 106) message[0] = "* We felt yer trainin'# was lackluster..." message[1] = "* ...So we gave Clover# a real challenge." sndfnt_array[0] = 104 talker[0] = actor_ed message[2] = "* I'm disappointed in you# four!" message[3] = "* Eight weeks of lassons# for this?" message[4] = "* I oughta lock you away# with Feathers!" sndfnt_array[2] = 107 talker[2] = actor_starlo message[5] = "* Star, what's going on?" message[6] = "* You've been... different." sndfnt_array[5] = 391 talker[5] = actor_moray message[7] = "* A real meanie!" sndfnt_array[7] = 105 talker[7] = actor_mooch message[8] = "* It's true. This hasn't# been any fun." sndfnt_array[8] = 106 talker[8] = actor_ace message[9] = "* W-what are y'all# blabbering about?" message[10] = "* This is the most alive# this town has ever been!" sndfnt_array[9] = 107 talker[9] = actor_starlo message[11] = "* Why's everythin' hav'ta# be a spectacle, huh?" message[12] = "* I miss the old North# Star; the fearless# leader!" message[13] = "* The monster who could# make their own fun in# the little things!" message[14] = "* This new Star is# selfish and reckless." message[15] = "* Or should I call you by# yer real name?" message[16] = "* Should I? Starlo?" message_col[16][0] = " Starlo " sndfnt_array[11] = 104 talker[11] = actor_ed message[17] = "* Why you..." sndfnt_array[17] = 107 talker[17] = actor_starlo position = 1 prt[0] = 453 prt[1] = 453 prt[2] = 410 prt[3] = 410 prt[4] = 421 prt[5] = 446 prt[6] = 446 prt[7] = 460 prt[8] = 439 prt[9] = 406 prt[10] = 406 prt[11] = 453 prt[12] = 451 prt[13] = 454 prt[14] = 453 prt[15] = 453 prt[16] = 453 prt[17] = 403 } break case 27: instance_create(640, 270, obj_ceroba_npc) cutscene_advance() break case 28: cutscene_npc_walk(actor_ceroba, 640, 350, 3, "y", "down") break case 29: cutscene_dialogue() with (msg) { message[0] = "* What's with all the# shouting?" message[1] = "* What's happening?" sndfnt_array[0] = 108 position_array[0] = 0 position_array[1] = 0 talker[0] = actor_ceroba message[2] = "* It seems my posse don't# RESPECT me no more!" sndfnt_array[2] = 107 position_array[2] = 1 talker[2] = actor_starlo message[3] = "* It's not that." message[4] = "* We just want you to# take it down a notch." position_array[3] = 0 position_array[4] = 0 sndfnt_array[3] = 106 talker[3] = actor_ace message[5] = "* You can't just throw us# around for this human# business." message[6] = "* That isn't what friends# do, Star." position_array[5] = 0 position_array[6] = 0 sndfnt_array[5] = 391 talker[5] = actor_moray message[7] = "* ..." sndfnt_array[7] = 108 position_array[7] = 0 talker[7] = actor_ceroba message[8] = "* I know what all this is# about..." message[9] = "* Y'all are just FULL of# envy! Overflowin' with# it! " message[10] = "* Clover's shot circles# 'round you and you just# can't accept it!" sndfnt_array[8] = 107 position_array[8] = 1 position_array[9] = 1 position_array[10] = 1 talker[8] = actor_starlo message[11] = "* Clover has nothing to# do with this...# It's you." position_array[11] = 0 sndfnt_array[11] = 109 talker[11] = actor_moray message[12] = "* No, Star's totally# right!" message[13] = "* Clover's \"super# skilled\" at everythin'!" message[14] = "* In fact, I think they# could carry the whole# squad on their own!" message[15] = "* Who needs us when you# got a powerhouse# \"deputy\"?" position_array[12] = 0 position_array[13] = 0 position_array[14] = 0 position_array[15] = 0 sndfnt_array[12] = 104 talker[12] = actor_ed message[16] = "* What'r you sayin'?" position_array[16] = 1 sndfnt_array[16] = 107 talker[16] = actor_starlo message[17] = "* I'm sayin' that I'm# done." message[18] = "* I resign from the# Feisty Five, okay?" position_array[17] = 1 position_array[18] = 1 sndfnt_array[17] = 104 talker[17] = actor_ed message[19] = "* Really now?" message[20] = "* It'll still be the# Feisty Five without ya# so go ahead." position_array[19] = 1 position_array[20] = 1 sndfnt_array[19] = 107 talker[19] = actor_starlo prt[0] = 370 prt[1] = 370 prt[2] = 410 prt[3] = 437 prt[4] = 435 prt[5] = 448 prt[6] = 446 prt[7] = 394 prt[8] = 416 prt[9] = 403 prt[10] = 403 prt[11] = 448 prt[12] = 451 prt[13] = 451 prt[14] = 454 prt[15] = 453 prt[16] = 418 prt[17] = 453 prt[18] = 453 prt[19] = 416 prt[20] = 416 } break case 30: cutscene_npc_walk(actor_ed, actor_ed.x, 620, 3, "x", "down") break case 31: cutscene_wait(0.5) break case 32: cutscene_dialogue() with (msg) { message[0] = "* I-I'm leaving too." message[1] = "* I don't wanna work# under a big-headed# sheriff." prt[0] = 460 prt[1] = 460 sndfnt_array[0] = 105 talker[0] = actor_mooch position = 1 } break case 33: cutscene_npc_walk(actor_mooch, actor_mooch.x, 620, 4, "y", "down") break case 34: cutscene_wait(0.5) break case 35: cutscene_dialogue() with (msg) { message[0] = "* Seems like life dealt# you a bad hand, Star." message[1] = "* I'm following them." prt[0] = 439 prt[1] = 437 sndfnt_array[0] = 106 talker[0] = actor_ace position = 1 } break case 36: cutscene_npc_walk(actor_ace, actor_ace.x, 620, 3, "y", "down") break case 37: cutscene_wait(0.5) break case 38: cutscene_dialogue() with (msg) { message[0] = "* Sorry, Star..." message[1] = "* Please work on yourself." message[2] = "* Forgiveness is only one# apology away." prt[0] = 446 prt[1] = 446 prt[2] = 446 sndfnt_array[0] = 391 talker[0] = actor_moray position = 1 } break case 39: cutscene_npc_walk(actor_moray, actor_moray.x, 620, 3, "y", "down") break case 40: cutscene_npc_direction(actor_starlo, "down") break case 41: cutscene_wait(0.5) break case 42: cutscene_npc_walk(actor_starlo, actor_starlo.x, 440, 3, "y", "down") break case 43: cutscene_dialogue() with (msg) { message[0] = "* Fine! I was considerin'# firin' y'all anyway!" message[1] = "* Ceroba, you understand,# right?" message[2] = "* They're bein'# ridiculous!" prt[0] = 403 prt[1] = 416 prt[2] = 416 sndfnt_array[0] = 107 talker[0] = actor_starlo position = 1 if (message_current == 1) actor_starlo.npc_direction = "up" } break case 44: cutscene_npc_walk(actor_ceroba, 660, 400, 1, "y", "down") break case 45: cutscene_wait(0.5) break case 46: cutscene_dialogue() with (msg) { message[0] = "* Starlo..." message[1] = "* They're right." message[2] = "* You HAVE changed a lot# from the monster I once# knew." message[3] = "* I tried to brush it off# as you having fun at# first but..." message[4] = "* This Wild East thing# has damaged your# personality." message[5] = "* I want to see the real# Starlo." prt[0] = 370 prt[1] = 394 prt[2] = 370 prt[3] = 394 prt[4] = 394 prt[5] = 370 sndfnt_array[0] = 108 position_array[0] = 0 talker[0] = actor_ceroba message[6] = "* ..." message[7] = "* That's North Star to# you." prt[6] = 416 prt[7] = 416 sndfnt_array[6] = 107 position_array[6] = 0 talker[6] = actor_starlo message[8] = "* ..." prt[8] = 394 sndfnt_array[8] = 108 position_array[8] = 0 talker[8] = actor_ceroba } break case 47: scr_audio_fade_out(cutscene_music, 1000) cutscene_npc_walk(actor_ceroba, actor_ceroba.x, 620, 2, "x", "down") break case 48: cutscene_wait(2) break case 49: cutscene_npc_direction(actor_starlo, "down") break case 50: cutscene_dialogue() with (msg) { message[0] = "* Well..." message[1] = "* Everyone is gone." message[2] = "* I got no posse... No# friends..." message[3] = "* I..." message[4] = "* I need to think." message[5] = "* I can fix this." prt[0] = 410 prt[1] = 416 prt[2] = 416 prt[3] = 416 prt[4] = 410 prt[5] = 410 sndfnt_array[0] = 107 talker[0] = actor_starlo position = 1 } break case 51: cutscene_npc_walk(actor_starlo, 1020, actor_starlo.y, 4, "x", "right") break case 52: cutscene_camera_move(obj_pl.x, obj_pl.y, 2) break case 53: cutscene_wait(1) break case 54: global.dunes_flag[20] = 9 instance_destroy(actor_starlo) instance_destroy(actor_ed) instance_destroy(actor_ace) instance_destroy(actor_moray) instance_destroy(actor_mooch) instance_destroy(actor_ceroba) instance_destroy(actor_clover) instance_destroy() instance_create(720, 380, obj_determination) __view_set((9 << 0), 0, 1031) obj_radio.bgm = 542 scr_radio_restart() scr_cutscene_end() break }