if (obj_mainchara.x >= 415 && con == -1) { con = 1; global.interact = 1; global.facing = 1; cutscene_master = scr_cutscene_make(); scr_maincharacters_actors(); be = actor_count + 1; be_actor = instance_create(berdly_marker.x, berdly_marker.y, obj_actor); scr_actor_setup(be, be_actor, "berdly"); be_actor.sprite_index = spr_berdly_walk_left_dw; scr_losechar(); if (i_ex(obj_caterpillarchara)) instance_destroy(obj_caterpillarchara); } if (con == 1) { con = 49; alarm[0] = 30; with (berdly_marker) instance_destroy(); c_sel(kr); c_facing("r"); c_sel(su); c_facing("r"); c_walkdirect(su_actor.x, 170, 18); c_sel(ra); c_facing("r"); c_walkdirect(ra_actor.x, 198, 18); c_pannable(1); c_panspeed(4, 0, 50); c_wait(19); c_sel(su); c_walkdirect(384, 170, 12); c_sel(ra); c_walkdirect(kr_actor.x - 60, 198, 12); c_wait(18); c_sel(su); c_facing("r"); c_sel(ra); c_facing("r"); c_wait(1); c_wait(15); c_msgside("bottom"); c_speaker("berdly"); c_msgsetloc(0, "\\EE* Kris^1, Susan..^1. Glad to see you arrive unwounded./", "obj_ch2_room_mansion_3f_slash_Step_0_gml_50_0"); c_msgnextloc("\\E6* Now^1, let us hasten!/%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_51_0"); c_talk_wait(); c_var_instance(id, "hide_entrance", true); c_sel(be); c_walk_wait("l", 6, 12); c_walk_wait("u", 6, 6); c_soundplay(snd_noise); c_var_lerp_instance(bookcase, "x", bookcase.x, bookcase.x + 70, 20); c_wait(15); c_facing("l"); c_autowalk(0); c_walk("r", 4, 12); c_imagespeed(0.25); c_wait(11); c_halt(); c_speaker("berdly"); c_msgsetloc(0, "\\E7* Through here is a secret passageway to the roof!/", "obj_ch2_room_mansion_3f_slash_Step_0_gml_77_0"); c_msgnextloc("\\E4* There^1, we can enrescue-fy Lady Noelle./", "obj_ch2_room_mansion_3f_slash_Step_0_gml_78_0"); c_facenext("susie", "0"); c_msgnextloc("\\E0* Uhh^1, okay./%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_80_0"); c_talk_wait(); c_sel(su); c_walkdirect_wait(384, 118, 12); c_walkdirect_wait(545, 118, 30); c_wait(5); c_facing("l"); c_speaker("susie"); c_msgsetloc(0, "\\E1* Let's go^1, Kris./%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_91_0"); c_talk_wait(); c_wait(30); c_sel(be); c_autowalk(1); c_facing("d"); c_sel(su); c_facing("r"); c_speaker("berdly"); c_msgsetloc(0, "\\E3* Oh^1, Kris. Kris is.../%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_105_0"); c_talk_wait(); c_sel(be); c_facing("l"); c_wait(5); c_speaker("berdly"); c_msgsetloc(0, "\\E4* Kris^1! You and your \\cYlackey\\cW distract Queen!/%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_115_0"); c_talk_wait(); c_walk("l", 4, 12); c_speaker("berdly"); c_msgsetloc(0, "\\E6* Let's go^1, Susie^1! Just the two of us^1! Haha!/", "obj_ch2_room_mansion_3f_slash_Step_0_gml_122_0"); c_facenext("susie", "K"); c_msgnextloc("\\EK* Fine^1, whatever!/%", "obj_ch2_room_mansion_3f_slash_Step_0_gml_124_0"); c_talk_wait(); c_sel(be); c_walkdirect(607, 102, 10); c_var_instance(id, "berdly_exit", true); c_sel(su); c_walk_wait("r", 4, 16); c_facing("u"); c_autowalk(0); c_imagespeed(0.25); c_walkdirect(606, 91, 10); c_var_instance(id, "susie_exit", true); c_wait(40); c_sel(be); c_visible(0); c_sel(su); c_visible(0); c_soundplay(snd_noise); c_var_lerp_instance(bookcase, "x", bookcase.x + 70, bookcase.x, 20); c_wait(30); c_panobj(kr_actor, 15); c_wait(16); c_pannable(0); c_sel(ra); c_walkdirect(kr_actor.x - 60, kr_actor.y - 7, 15); c_wait(15); c_sel(kr); c_facing("l"); c_wait(1); c_sel(ra); c_facing("r"); c_msc(1167); c_talk_wait(); c_waitcustom(); } if (con == 50 && !d_ex() && customcon == 1) { con = 51; scr_getchar(3); scr_makecaterpillar(kr_actor.x + 40, kr_actor.y - 7, 3, 0); with (obj_caterpillarchara) visible = 0; } if (con == 51) { con = 60; c_waitcustom_end(); c_sel(ra); c_facing("l"); c_actortokris(); c_actortocaterpillar(); c_terminatekillactors(); } if (con == 60 && !i_ex(obj_cutscene_master)) { with (obj_caterpillarchara) scr_caterpillar_interpolate(); con = 99; global.plot = 125; global.interact = 0; global.facing = 0; var savepoint = instance_create(260, 300, obj_savepoint); with (savepoint) scr_depth(); } if (berdly_exit) { berdly_shadow = clamp(berdly_shadow + 0.2, 0, 1); var shadow = berdly_shadow; with (be_actor) color_blend = merge_color(c_white, make_color_hsv(0, 0, 0), shadow); if (berdly_shadow >= 1) berdly_exit = false; } if (susie_exit) { susie_shadow = clamp(susie_shadow + 0.2, 0, 1); var shadow = susie_shadow; with (su_actor) color_blend = merge_color(c_white, make_color_hsv(0, 0, 0), shadow); if (susie_shadow >= 1) susie_exit = false; } if (hide_entrance) { hide_entrance = false; layer_set_visible("Tiles_ExitBlock", 1); var exit_collider = instance_create(240, 360, obj_soliddark); exit_collider.image_xscale = 2; }