if (obj_mainchara.x > x && con == -1) { con = 1; global.interact = 1; global.facing = 1; cutscene_master = scr_cutscene_make(); scr_maincharacters_actors(); be = 4; be_actor = instance_create(berdlynpc.x, berdlynpc.y, obj_actor); scr_actor_setup(be, be_actor, "berdly"); be_actor.sprite_index = spr_berdly_walk_down_dw; berdlynpc.visible = 0; } if (con == 1) { con = 10; c_sel(kr); c_walk("r", 4, 20); c_pannable(1); c_panspeed_wait(5, 0, 20); c_sel(be); c_emote("!", 30); c_facing("l"); c_speaker("berdly"); c_msgsetloc(0, "\\E3* Kris^1! Where were you!/", "obj_ch2_city04_slash_Step_0_gml_38_0"); c_msgnextloc("\\E1* Tut tut..^1. even late for your own truce./", "obj_ch2_city04_slash_Step_0_gml_39_0"); c_msgnextloc("\\E6* Well^1, not as if your presence even matters./", "obj_ch2_city04_slash_Step_0_gml_40_0"); c_msgnextloc("\\E7* Ahead of us is a mind meltingly difficult puzzle./", "obj_ch2_city04_slash_Step_0_gml_41_0"); c_msgnextloc("\\EJ* So just take your nap time^1, Kris. I'll handle it./%", "obj_ch2_city04_slash_Step_0_gml_42_0"); c_talk_wait(); c_facing("r"); c_speaker("berdly"); c_msgsetloc(0, "\\ED* (I..^1. only have to figure out how it works...)/%", "obj_ch2_city04_slash_Step_0_gml_48_0"); c_talk_wait(); c_facing("d"); c_panobj(kr_actor, 15); c_wait(15); c_pannable(0); } if (con == 10 && !d_ex()) { con = 11; c_actortokris(); c_terminatekillactors(); } if (con == 11 && !i_ex(obj_cutscene_master)) { con = 20; global.interact = 0; global.facing = 0; berdlynpc.visible = 1; global.plot = 82; } if (con == 20 && obj_mainchara.x > 1440) { con = 50; global.interact = 1; global.facing = 3; global.plot = 83; berdlynpc.visible = 0; cutscene_master = scr_cutscene_make(); scr_maincharacters_actors(); qu = 3; qu_actor = instance_create(950, 250, obj_actor); scr_actor_setup(qu, qu_actor, "queen"); qu_actor.sprite_index = spr_queen_walk_left; c_sel(qu); c_visible(0); be = 4; be_actor = instance_create(berdlynpc.x, berdlynpc.y, obj_actor); scr_actor_setup(be, be_actor, "berdly"); be_actor.sprite_index = spr_berdly_walk_left_dw; c_sel(be); c_facing("l"); c_sel(kr); c_walkdirect_wait(1477, 266, 15); c_facing("l"); c_pannable(1); c_panspeed_wait(-10, 0, 50); c_speaker("berdly"); c_msgsetloc(0, "\\E7* Just a moment^1, Kris^1, I.../%", "obj_ch2_city04_slash_Step_0_gml_112_0"); c_talk_wait(); c_sel(be); c_facing("r"); c_wait(30); c_sprite(spr_berdly_shocked_right); c_speaker("berdly"); c_msgsetloc(0, "\\E3* You..^1. How'd you do that!? I..^1. I.../%", "obj_ch2_city04_slash_Step_0_gml_124_0"); c_talk_wait(); c_sprite(spr_berdly_walk_right_dw); c_walkdirect(1427, 261, 60); c_panspeed_wait(8, 0, 60); c_speaker("berdly"); c_msgsetloc(0, "\\EC* .../", "obj_ch2_city04_slash_Step_0_gml_134_0"); c_msgnextloc("\\EB* ..^1. Kris. You c-can't tell anyone about this^1, okay!?/", "obj_ch2_city04_slash_Step_0_gml_135_0"); c_msgnextloc("\\ED* If anyone asks^1, I solved the puzzle!!/%", "obj_ch2_city04_slash_Step_0_gml_136_0"); c_talk_wait(); c_flip("x"); c_sprite(spr_cutscene_17_berdly_angry); c_speaker("berdly"); c_msgsetloc(0, "\\EB* Got it? Not a word to ANYONE!!/", "obj_ch2_city04_slash_Step_0_gml_144_0"); c_msgnextloc("\\EC* ESPECIALLY!!^1! SUSIE!!!/", "obj_ch2_city04_slash_Step_0_gml_145_0"); c_msgnextloc("\\EA* You KNOW she'd just..^1. lord it over me!!!/%", "obj_ch2_city04_slash_Step_0_gml_146_0"); c_talk_wait(); c_flip("x"); c_facing("u"); c_speaker("berdly"); c_msgsetloc(0, "\\EC* Ugh!!/%", "obj_ch2_city04_slash_Step_0_gml_154_0"); c_talk_wait(); c_walk("r", 6, 100); c_wait(5); c_sel(kr); c_walk("u", 5, 5); c_delayfacing(6, "d"); c_wait(30); c_sel(qu); c_visible(1); c_walk_wait("r", 12, 20); c_speaker("queen"); c_msgsetloc(0, "\\EN* I'm Going To Tell Susie/%", "obj_ch2_city04_slash_Step_0_gml_174_0"); c_talk_wait(); c_walk_wait("l", 12, 20); c_panobj(kr_actor, 30); c_wait(31); c_pannable(0); c_actortokris(); c_terminatekillactors(); } if (con == 50 && !i_ex(obj_cutscene_master)) { con = 0; global.interact = 0; global.facing = 0; }