if live_call() return global.live_result; switch scene { case -1: cutscene_camera_freeze(720, 440) break case 0: cutscene_wait(2) break case 1: audio_resume_sound(obj_radio.current_song) cutscene_advance() break case 2: if (draw_alpha > 0) draw_alpha -= 0.05 else cutscene_advance() break case 3: instance_create((camera_get_view_x(view_camera[0]) + 320 + 40), obj_pl.y, obj_ed_npc) cutscene_advance() break case 4: cutscene_npc_set_sprites(obj_ed_npc, 155, 152, 154, 150, 155, 152, 154, 150) break case 5: cutscene_npc_walk(1162, 720, obj_ed_npc.y, 3, "x", "up") break case 6: if cutscene_npc_action_sprite(1162, 156, 0.3, false, 0, 237, 6) { cutscene_npc_set_sprites(obj_ed_npc, 141, 140, 142, 139, 147, 146, 144, 145) scene -= 1 } break case 7: cutscene_instance_create(obj_ed_npc.x, (obj_ed_npc.y - 10), obj_player_npc) break case 8: cutscene_npc_direction(obj_player_npc, "down") break case 9: cutscene_npc_walk(1162, 660, 500, 3, "y", "right") break case 10: var camera_y = camera_get_view_y(view_camera[0]) instance_create(680, (camera_y - 30), obj_mooch_npc) instance_create(780, (camera_y - 50), obj_ace_npc) instance_create(630, (camera_y - 70), obj_moray_npc) cutscene_advance() break case 11: cutscene_dialogue() with (msg) { talker[0] = 1162 talker[1] = 1165 message[0] = "* Ugh... I'm never# travelin' via laundry# chute again!" message[1] = "* Ed! You're back!" prt[0] = 454 } break case 12: cutscene_npc_direction(obj_ed_npc, "up") break case 13: cutscene_npc_direction(obj_player_npc, "up") break case 14: cutscene_npc_walk(1165, 680, 440, 4, "y", "down") cutscene_advance() break case 15: cutscene_wait(0.5) break case 16: cutscene_npc_walk(1158, 760, 440, 4, "y", "down") cutscene_advance() break case 17: cutscene_npc_walk(1167, 720, 430, 4, "y", "down") cutscene_advance() break case 18: if obj_mooch_npc.npc_arrived cutscene_sfx_play(snd_playerjump, 1) break case 19: cutscene_npc_path_start(obj_mooch_npc, pt_small_jump, 3) break case 20: cutscene_dialogue() with (msg) { talker[0] = 1165 message[0] = "* And Clover too?" prt[0] = 455 position = 0 } break case 21: if ((!obj_moray_npc.npc_arrived) || (!obj_ace_npc.npc_arrived)) return; cutscene_dialogue() with (msg) { talker[0] = 1167 talker[2] = 1162 talker[3] = 1167 talker[5] = 1158 talker[6] = 1162 message[0] = "* I was worried sick# about you!" message[1] = "* Where's Star?" message[2] = "* Ceroba ran away so he# chased after her." message[3] = "* Alone!?" message[4] = "* Why did you let him do# that!?" message[5] = "* Star knows Ceroba more# than anyone, Moray." message[6] = "* Well... I'm not so sure# of that anymore." prt[0] = 449 prt[1] = 449 prt[2] = 454 prt[3] = 450 prt[4] = 448 prt[5] = 437 prt[6] = 454 if (message_current == 5) obj_ace_npc.npc_direction = "left" if (message_current == 6) obj_ace_npc.npc_direction = "down" position = 0 } break case 22: camera_y = camera_get_view_y(view_camera[0]) instance_create(720, (camera_y + 240 + 40), obj_martlet_npc) cutscene_advance() break case 23: cutscene_npc_walk(1164, 720, 540, 4, "y", "up") break case 24: obj_player_npc.npc_direction = "down" obj_ed_npc.npc_direction = "down" scene++ break case 25: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[5] = 1164 talker[12] = 1164 talker[15] = 1164 talker[3] = 1162 talker[8] = 1162 talker[13] = 1162 talker[4] = 1167 message[0] = "* Clover!" message[1] = "* Moray messaged me about# you being in danger..." message[2] = "* ...so I dropped what I# was doing and flew over# here!" message[3] = "* Why'd you get Feathers# involved, Moray!?" message[4] = "* I just thought she# deserved to know... She# can help." message[5] = "* Thank you for reaching# out." message[6] = "* I heard that you found# something in Ceroba's# old house?" message[7] = "* What was it?" message[8] = "* We didn't have the time# to look over everythin'# closely but..." message[9] = "* It raised some serious# concerns." message[10] = "* Papers... tapes...# belonging to Chujin." message[11] = "* All way too scientific# for me." message[12] = "* Clover and I can scope# it out." message[13] = "* No way! I was told to# keep Clover here." message[14] = "* There's a potential# threat to their life!" message[15] = "* There's always a# potential threat to# their life." message[16] = "* If anyone can fix this,# it's Clover." prt[0] = 333 prt[1] = 317 prt[2] = 320 prt[3] = 451 prt[4] = 449 prt[5] = 321 prt[6] = 328 prt[7] = 328 prt[8] = 454 prt[9] = 453 prt[10] = 451 prt[11] = 454 prt[12] = 328 prt[13] = 453 prt[14] = 453 prt[15] = 309 prt[16] = 313 if (message_current == 3) obj_ed_npc.npc_direction = "up" if (message_current == 5) obj_ed_npc.npc_direction = "down" } break case 26: cutscene_wait(0.75) break case 27: cutscene_npc_direction(obj_ed_npc, "left") break case 28: cutscene_audio_fade(cutscene_music, 0, 1500, 0.15, false, true) break case 29: cutscene_wait(0.5) break case 30: global.dunes_flag[41] = 1 scr_radio_restart() cutscene_advance() break case 31: cutscene_npc_direction(obj_ed_npc, "down") break case 32: cutscene_dialogue() with (msg) { talker[3] = 1164 talker[6] = 1164 talker[0] = 1162 talker[4] = 1162 message[0] = "* Fine... Just stay on# track." message[1] = "* I can't have them# runnin' away or nothin'." message[2] = "* You know the way?" message[3] = "* I believe so." message[4] = "* Okay, we'll meet you# there." message[5] = "* I still have to finish# explainin' everythin' to# the group." message[6] = "* Until then." message[7] = "* Come on, Clover." prt[0] = 454 prt[1] = 453 prt[2] = 451 prt[3] = 321 prt[4] = 451 prt[5] = 451 prt[6] = 321 prt[7] = 328 } break case 33: cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y - 30), 3, "y", "down") break case 34: cutscene_wait(0.5) break case 35: cutscene_npc_walk(1164, obj_martlet_npc.x, 700, 3, "y", "down") scene++ break case 36: cutscene_npc_walk(1168, obj_player_npc.x, 700, 3, "y", "down") scene++ break case 37: cutscene_wait(2.5) break case 38: persistent = true cutscene_change_room(126, 600, 30, 0.03) break case 39: instance_create(obj_pl.x, obj_pl.y, obj_player_npc) obj_player_npc.npc_direction = "down" instance_create(obj_player_npc.x, (obj_player_npc.y + 30), obj_martlet_npc) obj_martlet_npc.npc_direction = "down" obj_martlet_npc.can_walk = false cutscene_advance() break case 40: cutscene_npc_walk(1164, obj_martlet_npc.x, 140, 3, "y", "down") cutscene_npc_walk(1168, obj_player_npc.x, 110, 3, "y", "down") scene++ break case 41: if (obj_martlet_npc.npc_arrived && obj_player_npc.npc_arrived) cutscene_wait(0.5) break case 42: cutscene_npc_direction(obj_martlet_npc, "up") break case 43: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* Hey, before we go, I# need to apologize." message[1] = "* I shouldn't have let# Ceroba take you." message[2] = "* I just... I really# thought I could trust# her. We all did." message[3] = "* And what I had to take# care of in Snowdin was# far too impor..." message[4] = "* You know what? Doesn't# matter anymore." message[5] = "* Let's focus on what Ed# told us." message[6] = "* Concerns regarding# Chujin he said?" message[7] = "* Surely it's nothing...# right? " message[8] = "* Chujin was almost like# a father to me." message[9] = "* I don't know where I'd# be in life without him." prt[0] = 317 prt[1] = 329 prt[2] = 329 prt[3] = 317 prt[4] = 321 prt[5] = 320 prt[6] = 321 prt[7] = 338 prt[8] = 321 prt[9] = 317 } break case 44: cutscene_npc_direction(obj_martlet_npc, "left") break case 45: cutscene_wait(1) break case 46: cutscene_npc_direction(obj_martlet_npc, "up") break case 47: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* I'll... let you lead.# Just head to Oasis# Valley." message[1] = "* Nice to see you again,# by the way." prt[0] = 317 prt[1] = 320 } break case 48: cutscene_npc_walk(1164, obj_player_npc.x, (obj_player_npc.y - 20), 3, "x", "down") break case 49: scr_actor_into_follower(obj_martlet_npc, obj_martlet_follower) global.party_member = 1170 obj_martlet_follower.dir_new[1] = 270 obj_martlet_follower.npc_reset = true cutscene_advance() break case 50: instance_destroy(obj_player_npc) cutscene_end() break }