if (obj_mainchara.x < 550 && con == -1) { con = 2; global.interact = 1; global.facing = 1; cutscene_master = scr_cutscene_make(); scr_maincharacters_actors(); } if (con == 2) { con = 3; c_sel(su); c_walk("l", 4, 15); c_facing("susieunhappy"); c_delayfacing(16, "d"); c_autodepth(0); var su_depth = (su_actor.y < ra_actor.y) ? 98000 : 95000; c_depth(su_depth); c_pannable(1); c_panspeed(-4, 0, 55); c_sel(kr); c_walk("l", 4, 55); c_delayfacing(56, "r"); c_sel(ra); var ral_xpos = (ra_actor.x > 645) ? 70 : 60; c_walk_wait("l", 4, ral_xpos); c_facing("r"); c_wait(30); c_speaker("susie"); c_msgsetloc(0, "\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_48_0"); c_msgnextloc("\\E1* Hey so..^1. are we seriously.../%", "obj_ch2_sceneex3_slash_Step_0_gml_49_0"); c_talk_wait(); c_sel(su); c_facing("l"); c_speaker("susie"); c_msgsetloc(0, "\\E0* NOT gonna talk about any of that?/", "obj_ch2_sceneex3_slash_Step_0_gml_57_0"); c_msgnextloc("\\EC* That was god damn weird./%", "obj_ch2_sceneex3_slash_Step_0_gml_58_0"); c_talk_wait(); c_facing("d"); c_speaker("susie"); c_msgsetloc(0, "\\E0* Puppets..^1. strings..^1. hands.../", "obj_ch2_sceneex3_slash_Step_0_gml_65_0"); c_msgnextloc("\\E1* What the hell does any of that mean?/", "obj_ch2_sceneex3_slash_Step_0_gml_66_0"); c_msgnextloc("\\ED* And the way he just..^1. broke./%", "obj_ch2_sceneex3_slash_Step_0_gml_67_0"); c_talk_wait(); c_facing("r"); c_speaker("ralsei"); c_msgsetloc(0, "\\E6* I..^1. don't think it meant anything^1, Susie./", "obj_ch2_sceneex3_slash_Step_0_gml_74_0"); c_msgnextloc("\\E4* It seems like it was just a corrupted program./%", "obj_ch2_sceneex3_slash_Step_0_gml_75_0"); c_talk_wait(); c_sel(ra); c_facing("d"); c_speaker("ralsei"); c_msgsetloc(0, "\\EI* He turned into our ally^1, so let's just accept it./%", "obj_ch2_sceneex3_slash_Step_0_gml_83_0"); c_talk_wait(); c_sel(su); c_autodepth(1); c_walkdirect(380, kr_actor.y - 14, 30); c_delayfacing(31, "l"); c_wait(20); c_sel(ra); c_autowalk(0); c_imagespeed(0.25); c_walk_wait("u", 4, 10); c_imagespeed(0); c_sel(kr); c_facing("r"); c_wait(30); c_msc(1129); c_talk_wait(); } if (con == 10) { con = 30; global.flag[324] = 1; c_sel(kr); c_facing("u"); c_speaker("susie"); c_msgsetloc(0, "\\E0* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_116_0"); c_talk_wait(); c_sel(su); c_facing("d"); c_speaker("susie"); c_msgsetloc(0, "\\EC* (If you say it all strained like that^1,)/", "obj_ch2_sceneex3_slash_Step_0_gml_124_0"); c_msgnextloc("\\E1* (..^1. I'm not gonna think you're OK...)/", "obj_ch2_sceneex3_slash_Step_0_gml_125_0"); c_msgnextloc("\\E0* (...)/%", "obj_ch2_sceneex3_slash_Step_0_gml_126_0"); c_talk_wait(); c_facing("l"); c_speaker("susie"); c_msgsetloc(0, "\\EC* (Hey Ralsei^1, you think Kris is OK?)/%", "obj_ch2_sceneex3_slash_Step_0_gml_133_0"); c_talk_wait(); c_sel(ra); c_facing("l"); c_wait(10); c_speaker("ralsei"); c_msgsetloc(0, "\\E4* (Hmm..^1. well^1, they seem a bit shocked^1, but...)/", "obj_ch2_sceneex3_slash_Step_0_gml_144_0"); c_msgnextloc("\\EI* (Kris doesn't want us to worry^1, so...)/", "obj_ch2_sceneex3_slash_Step_0_gml_145_0"); c_msgnextloc("\\EQ* (Let's not push them for now...)/%", "obj_ch2_sceneex3_slash_Step_0_gml_146_0"); c_talk_wait(); c_sel(ra); c_autowalk(1); c_walkdirect_wait(284, 168, 31); c_walkdirect_wait(263, kr_actor.y - 7, 9); c_facing("r"); c_wait(10); c_speaker("ralsei"); c_msgsetloc(0, "\\E2* Kris^1, I'll make some cake for you later^1, OK?/", "obj_ch2_sceneex3_slash_Step_0_gml_159_0"); c_msgnextloc("\\EQ* I could even make it chocolate-flavored^1,/", "obj_ch2_sceneex3_slash_Step_0_gml_160_0"); c_msgnextloc("\\EQ* Butterscotch^1, cinnamon..^1. whatever you want./%", "obj_ch2_sceneex3_slash_Step_0_gml_161_0"); c_talk_wait(); c_sel(su); c_facing("d"); c_speaker("susie"); c_msgsetloc(0, "\\E0* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_169_0"); c_talk_wait(); c_facing("l"); c_speaker("susie"); c_msgsetloc(0, "\\E2* Well^1, their stomach's rumbling but the goosebumps aren't gone./%", "obj_ch2_sceneex3_slash_Step_0_gml_176_0"); c_talk_wait(); c_sel(ra); c_walk_wait("r", 5, 5); c_speaker("ralsei"); c_msgsetloc(0, "\\E1* Kris^1, if you're cold^1, you can share my scarf.../", "obj_ch2_sceneex3_slash_Step_0_gml_184_0"); c_msgnextloc("\\EJ* Huh? Or^1, um^1, sure^1, Susie could...?/%", "obj_ch2_sceneex3_slash_Step_0_gml_185_0"); c_talk_wait(); c_sel(kr); c_facing("r"); c_sel(su); c_sprite(spr_susie_shock); c_speaker("susie"); c_msgsetloc(0, "\\E5* What? No^1, hell if I'm giving you MY jacket!/%", "obj_ch2_sceneex3_slash_Step_0_gml_196_0"); c_talk_wait(); c_autowalk(0); c_sprite(spr_susie_walk_back_arm); c_flip("x"); c_imageindex(0); c_speaker("susie"); c_msgsetloc(0, "\\EY* You make ME cold^1, I'm burning you knuckleheads for warmth./", "obj_ch2_sceneex3_slash_Step_0_gml_206_0"); c_facenext("ralsei", "U"); c_msgnextloc("\\EU* Susie!!!/", "obj_ch2_sceneex3_slash_Step_0_gml_208_0"); c_facenext("susie", 2); c_msgnextloc("\\E2* Too late^1, already imagining you guys as idiot-scented candles./", "obj_ch2_sceneex3_slash_Step_0_gml_210_0"); c_msgnextloc("\\EL* (..^1. Heh^1, that got Kris smiling. Let's go.)/%", "obj_ch2_sceneex3_slash_Step_0_gml_211_0"); c_talk_wait(); c_sel(su); c_flip("x"); c_autowalk(1); c_facing("susie"); c_facing("l"); c_sel(ra); c_autowalk(1); c_walk_wait("u", 4, 5); c_walk_wait("r", 4, 40); c_walk_wait("d", 4, 5); c_facing("l"); c_wait(15); } if (con == 20) { con = 30; global.flag[324] = 2; c_sel(kr); c_facing("u"); c_sel(ra); c_autowalk(1); c_walkdirect_wait(264, 168, 31); c_walkdirect_wait(253, kr_actor.y - 10, 9); c_facing("r"); c_speaker("ralsei"); c_msgsetloc(0, "\\EQ* K..^1. Kris? Are you OK? You're yelling.../%", "obj_ch2_sceneex3_slash_Step_0_gml_245_0"); c_talk_wait(); if (global.flag[325] == 1) { c_wait(15); c_sel(ra); c_autodepth(0); c_depth(0); c_walk_wait("r", 4, 15); c_sel(ra); c_autowalk(0); c_sprite(spr_ralsei_hug_hatless); c_addxy(0, 6); c_imagespeed(0.15); c_wait(15); c_imagespeed(0); c_wait(75); c_sprite(spr_ralsei_hug_stop_hatless); c_wait(15); c_imagespeed(0); c_wait(15); c_autowalk(1); c_facing("r"); c_addxy(0, -6); c_autowalk(0); c_walk("l", 4, 10); c_imagespeed(0.25); c_wait(11); c_autowalk(1); c_autodepth(1); c_facing("r"); } else { c_sel(ra); c_walk("r", 4, 5); } c_sel(kr); c_facing("l"); c_speaker("ralsei"); c_msgsetloc(0, "\\EB* There^1, there..^1. everything's alright./", "obj_ch2_sceneex3_slash_Step_0_gml_304_0"); c_msgnextloc("\\EQ* Don't think about what happened too hard^1, OK?/", "obj_ch2_sceneex3_slash_Step_0_gml_305_0"); c_msgnextloc("\\E0* Just take some deep breaths and think about.../", "obj_ch2_sceneex3_slash_Step_0_gml_306_0"); c_msgnextloc("\\EQ* Something you like. Something nice..^1. something soft./", "obj_ch2_sceneex3_slash_Step_0_gml_307_0"); c_msgnextloc("\\E2* I'll be right next to you until you feel better^1, Kris./", "obj_ch2_sceneex3_slash_Step_0_gml_308_0"); c_msgnextloc("\\E1* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_309_0"); c_talk_wait(); c_speaker("susie"); c_msgsetloc(0, "\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_326_0"); c_msgnextloc("\\E1* Guess Ralsei's right^1, Kris./", "obj_ch2_sceneex3_slash_Step_0_gml_327_0"); c_msgnextloc("\\E0* Whatever just happened..^1. I guess.../", "obj_ch2_sceneex3_slash_Step_0_gml_328_0"); c_msgnextloc("\\E1* Maybe it didn't mean anything./", "obj_ch2_sceneex3_slash_Step_0_gml_329_0"); c_msgnextloc("\\E0* I dunno why you came here^1, but.../", "obj_ch2_sceneex3_slash_Step_0_gml_330_0"); c_msgnextloc("\\EY* Let's just be glad you didn't get killed. Heh./", "obj_ch2_sceneex3_slash_Step_0_gml_331_0"); c_msgnextloc("\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_332_0"); c_msgnextloc("\\EK* (Just..^1. tell us next time...)/", "obj_ch2_sceneex3_slash_Step_0_gml_333_0"); c_msgnextloc("\\EY* (You're gonna do something stupid like this^1, OK?)/%", "obj_ch2_sceneex3_slash_Step_0_gml_334_0"); c_talk_wait(); if (global.flag[325] == 1) { c_wait(30); c_sel(kr); c_facing("r"); c_wait(5); c_speaker("susie"); c_msgsetloc(0, "\\EK* .../", "obj_ch2_sceneex3_slash_Step_0_gml_350_0"); c_msgnextloc("\\E5* What? No^1, I'M not giving YOU a hug!/", "obj_ch2_sceneex3_slash_Step_0_gml_351_0"); c_msgnextloc("\\EH* That's what Ralsei's for!^1! He's like a portable teddy bear!/", "obj_ch2_sceneex3_slash_Step_0_gml_352_0"); c_facenext("ralsei", "J"); c_msgnextloc("\\EJ* But Susie^1, because you never give out hugs./", "obj_ch2_sceneex3_slash_Step_0_gml_354_0"); c_msgnextloc("\\EG* That increases their value. It's the law of supply and demand./", "obj_ch2_sceneex3_slash_Step_0_gml_355_0"); c_facenext("susie", "H"); c_msgnextloc("\\EH* Well^1, I demand^1, you supply me^1, with^1, uh -/", "obj_ch2_sceneex3_slash_Step_0_gml_357_0"); c_msgnextloc("\\E5* Ugh^1, enough of you guys!/%", "obj_ch2_sceneex3_slash_Step_0_gml_358_0"); c_talk_wait(); c_pannable(1); c_panspeed(-5, 0, 20); c_sel(su); c_autowalk(1); c_delaywalk(6, "l", 8, 22); c_delaywalk(29, "d", 8, 60); c_wait(5); c_sel(kr); c_facing("d"); c_autowalk(0); c_imagespeed(0.25); c_walk("u", 4, 5); c_delaycmd(6, "imagespeed", 0); c_sel(ra); c_facing("d"); c_autowalk(0); c_imagespeed(0.25); c_walk("u", 4, 5); c_delaycmd(6, "imagespeed", 0); c_wait(15); c_sel(kr); c_facing("d"); c_autowalk(1); c_walk("d", 4, 5); c_wait(5); c_sel(ra); c_facing("d"); c_autowalk(1); c_walk("d", 4, 5); c_wait(15); c_wait(60); c_sel(ra); c_autowalk(1); c_facing("r"); c_speaker("ralsei"); c_msgsetloc(0, "\\E2* ..^1. I think everything will be OK^1, Kris./%", "obj_ch2_sceneex3_slash_Step_0_gml_409_0"); c_talk_wait(); c_sel(ra); c_walk_wait("d", 4, 5); c_walk_wait("r", 4, 30); c_walk_wait("u", 4, 5); c_facing("l"); c_wait(15); c_sel(kr); c_autowalk(1); c_walk("l", 4, 26); c_delaywalk(27, "d", 4, 80); c_sel(ra); c_delaywalk(5, "l", 4, 44); c_delaywalk(50, "d", 4, 80); c_wait(130); } else { c_sel(ra); c_autowalk(1); c_walk_wait("u", 4, 5); c_walk_wait("r", 4, 50); c_walk_wait("d", 4, 5); c_facing("l"); c_wait(15); } } if (con == 30) { con = 59; alarm[0] = 30; global.facing = 0; c_mus2("volume", 0, 30); if (global.flag[324] == 2 && global.flag[325] == 1) { with (obj_caterpillarchara) { if (name == "susie") instance_destroy(); } with (obj_caterpillarchara) scr_caterpillar_interpolate(); } c_pannable(0); c_actortokris(); c_actortocaterpillar(); c_terminatekillactors(); } if (con == 60 && !i_ex(obj_cutscene_master)) { global.interact = 0; global.facing = 0; if (global.flag[324] == 2 && global.flag[325] == 1) con = 62; else con = 0; } if (con == 62) { con = 99; global.interact = 3; global.entrance = 20; instance_create(0, 0, obj_persistentfadein); room_goto(room_dw_mansion_east_1f_secret); }