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(1162, 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(1162, 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, 1168); break; case 8: cutscene_npc_direction(1168, "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(1162, "up"); break; case 13: cutscene_npc_direction(1168, "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(373, 1); break; case 19: cutscene_npc_path_start(1165, 58, 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) exit; 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: var 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(1162, "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(1162, "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(1164, "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(1164, "left"); break; case 45: cutscene_wait(1); break; case 46: cutscene_npc_direction(1164, "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(1164, 1170); 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; }