if (stonelancer != self) { with (stonelancer) scr_depth() } if (obj_mainchara.x > x && con == -1) { con = 1 global.interact = 1 global.facing = 1 scr_losechar() scr_getchar(2) scr_getchar(3) scr_makecaterpillar(1750, 240, 2, 0) scr_makecaterpillar(1750, 240, 3, 1) with (obj_caterpillarchara) visible = 0 cutscene_master = scr_cutscene_make() scr_maincharacters_actors() c_sel(kr) c_facing("r") c_sel(su) c_setxy(susienpc.x, susienpc.y) c_sprite(spr_cutscene_18_susie_lancer_carry_walk_right) c_autowalk(0) c_halt() c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_right_butler) c_autowalk(0) c_halt() be = 3 be_actor = instance_create(340, 180, obj_actor) scr_actor_setup(be, be_actor, "berdly") be_actor.sprite_index = spr_berdly_walk_down_dw fan_a = 4 fan_a_actor = instance_create(1788, 188, obj_actor) scr_actor_setup(fan_a, fan_a_actor, "fan_a") fan_a_actor.sprite_index = spr_npc_butler c_sel(fan_a) c_halt() fan_b = 5 fan_b_actor = instance_create(1880, 188, obj_actor) scr_actor_setup(fan_b, fan_b_actor, "fan_b") fan_b_actor.sprite_index = spr_npc_butler c_sel(fan_b) c_halt() fan_c = 6 fan_c_actor = instance_create(1733, 150, obj_actor) scr_actor_setup(fan_c, fan_c_actor, "fan_c") fan_c_actor.sprite_index = spr_npc_butler c_sel(fan_c) c_halt() fan_d = 7 fan_d_actor = instance_create(1812, 150, obj_actor) scr_actor_setup(fan_d, fan_d_actor, "fan_c") fan_d_actor.sprite_index = spr_npc_butler c_sel(fan_d) c_halt() fan_e = 8 fan_e_actor = instance_create(1890, 150, obj_actor) scr_actor_setup(fan_e, fan_e_actor, "fan_c") fan_e_actor.sprite_index = spr_npc_butler c_sel(fan_e) c_halt() la = 9 la_actor = instance_create(1605, 255, obj_actor) scr_actor_setup(la, la_actor, "lancer") la_actor.sprite_index = spr_cutscene_20_lancer_desaturated c_sel(la) c_autodepth(0) c_depth(98000) c_visible(0) stonelancer = scr_dark_marker(1606, 236, spr_cutscene_20_lancer_stone) stonelancer.depth = 97000 stonelancer.image_alpha = 0 } if (con == 1 || scr_cutscene_loaded()) { con = 2 alarm[0] = 30 c_msgside("top") c_soundplay(snd_ralsei_yell) c_sel(su) c_emote("!", 30) c_var_instance(susienpc, "visible", 0) c_wait(30) c_speaker("susie") c_msgsetloc(0, "\\E6* Th..^1. that screaming..^1. Ralsei...!?/%", "obj_ch2_scene20_slash_Step_0_gml_112_0") c_talk_wait() c_sel(kr) c_walkdirect(1440, 247, 35) c_sel(su) c_sprite(spr_cutscene_18_susie_lancer_carry_walk_right) c_imagespeed(0.25) c_walkdirect(1490, 221, 35) c_mus2("volume", 0, 30) c_pannable(1) c_panspeed(18, 0, 30) c_wait(31) c_halt() c_speaker("ralsei") c_msgsetloc(0, "\\EQ* U-umm^1, you don't have to scream.../", "obj_ch2_scene20_slash_Step_0_gml_130_0") c_msgnextloc("\\E1* ..^1. Just because you like my outfit!/%", "obj_ch2_scene20_slash_Step_0_gml_131_0") c_talk_wait() c_soundplay(snd_ralsei_yell_fanclub) n = 18 c_sel(ra) c_autodepth(0) c_depth(5000) c_sel(fan_a) c_sprite(spr_swatchling_hurt) c_addxy(0, n) c_shakeobj() c_sel(fan_b) c_sprite(spr_swatchling_hurt) c_addxy(0, n) c_shakeobj() c_sel(fan_c) c_sprite(spr_swatchling_hurt) c_addxy(0, n) c_shakeobj() c_sel(fan_d) c_sprite(spr_swatchling_hurt) c_addxy(0, n) c_shakeobj() c_sel(fan_e) c_sprite(spr_swatchling_hurt) c_addxy(0, n) c_shakeobj() c_wait(30) c_panspeed(-4, 0, 20) c_sel(fan_a) c_flip("x") c_sprite(spr_npc_butler) c_addxy(0, (-n)) c_autowalk(0) c_imagespeed(0.25) c_walk("r", 8, 60) c_sel(fan_b) c_flip("x") c_sprite(spr_npc_butler) c_addxy(0, (-n)) c_autowalk(0) c_imagespeed(0.25) c_walk("r", 8, 60) c_sel(fan_c) c_flip("x") c_sprite(spr_npc_butler) c_addxy(0, (-n)) c_autowalk(0) c_imagespeed(0.25) c_walk("r", 8, 60) c_sel(fan_d) c_flip("x") c_sprite(spr_npc_butler) c_addxy(0, (-n)) c_autowalk(0) c_imagespeed(0.25) c_walk("r", 8, 60) c_sel(fan_e) c_flip("x") c_sprite(spr_npc_butler) c_addxy(0, (-n)) c_autowalk(0) c_imagespeed(0.25) c_walk("r", 8, 60) c_wait(15) c_sel(ra) c_autodepth(1) c_sprite(spr_cutscene_20_ralsei_walk_left_butler) c_imagespeed(0.25) c_walk_wait("l", 8, 5) c_speaker("ralsei") c_msgsetloc(0, "\\EH* O-oh!^1! Kris^1, Susie!^1! Umm^1, how may I serve you...?/", "obj_ch2_scene20_slash_Step_0_gml_204_0") c_facenext("susie", "5") c_msgnextloc("\\E5* The hell are you doing!?/", "obj_ch2_scene20_slash_Step_0_gml_206_0") c_facenext("ralsei", "2") c_msgnextloc("\\E2* Umm^1, Queen didn't have a room for me^1, so..^1. err.../%", "obj_ch2_scene20_slash_Step_0_gml_208_0") c_talk_wait() c_sprite(spr_cutscene_20_ralsei_walk_down_butler) c_imagespeed(0) c_speaker("ralsei") c_msgsetloc(0, "\\E1* She made me into one of her butlers^1, instead.../%", "obj_ch2_scene20_slash_Step_0_gml_215_0") c_talk_wait() c_sel(su) c_imagespeed(0.25) c_walk_wait("r", 12, 8) c_sprite(spr_cutscene_20_susie_lancer_carry_show) c_imagespeed(0.25) c_wait(15) c_imagespeed(0) c_imageindex(3) c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_left_butler_unhappy) c_imagespeed(0) c_speaker("susie") c_msgsetloc(0, "\\EZ* Whatever!^1! Ralsei^1! Can you heal Lancer!?/", "obj_ch2_scene20_slash_Step_0_gml_234_0") c_facenext("ralsei", "C") c_msgnextloc("\\EC* O-oh!/", "obj_ch2_scene20_slash_Step_0_gml_236_0") c_facenext("lancer", "A") c_msgnextloc("\\EA* Haha..^1. it's..^1. cold.../%", "obj_ch2_scene20_slash_Step_0_gml_238_0") c_talk_wait() c_imagespeed(0.25) c_walk("l", 3, 9) c_wait(60) c_speaker("ralsei") c_msgsetloc(0, "\\E4* ..^1. Susie.../%", "obj_ch2_scene20_slash_Step_0_gml_248_0") c_talk_wait() c_sprite(spr_cutscene_20_ralsei_walk_up_butler) c_speaker("ralsei") c_msgsetloc(0, "\\E6* .../%", "obj_ch2_scene20_slash_Step_0_gml_255_0") c_talk_wait() c_sprite(spr_cutscene_20_ralsei_walk_left_butler_unhappy) c_speaker("ralsei") c_msgsetloc(0, "\\E8* I'm afraid..^1. This is something I can't heal./", "obj_ch2_scene20_slash_Step_0_gml_262_0") c_facenext("susie", "Z") c_msgnextloc("\\EZ* Wh-what?/", "obj_ch2_scene20_slash_Step_0_gml_264_0") c_facenext("ralsei", 4) c_msgnextloc("\\E4* Lancer is.../%", "obj_ch2_scene20_slash_Step_0_gml_266_0") c_talk_wait() c_sel(ra) c_autowalk(0) c_walk("r", 4, 5) c_imagespeed(0.25) c_delaycmd(9, "imagespeed", 0) c_sel(la) c_visible(1) c_sel(la) c_autowalk(0) c_setxy(1606, 236) c_sel(su) c_specialsprite(4) c_imagespeed(0) c_autowalk(0) c_walk("l", 5, 8) c_delaycmd(9, "imagespeed", 0) c_sel(la) c_sprite(spr_cutscene_20_lancer_desaturated) c_var_lerp_instance(stonelancer, "image_alpha", 0, 1, 15) c_wait(10) c_soundplay(snd_petrify) c_wait(10) c_sel(su) c_specialsprite(4) c_sel(la) c_visible(0) c_wait(60) c_sel(su) c_facing("susieunhappy") c_autowalk(1) c_autodepth(0) c_depth(95000) c_walkdirect_wait(1572, 216, 6) c_sprite(spr_cutscene_20_susie_lancer_shake) c_autowalk(0) c_imagespeed(0.25) c_sel(la) c_visible(0) c_var_instance(stonelancer, "visible", 0) c_speaker("susie") c_msgsetloc(0, "\\EZ* Lancer!? Lancer^1, hey...!!/%", "obj_ch2_scene20_slash_Step_0_gml_328_0") c_talk_wait() c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_right_butler_unhappy) c_speaker("ralsei") c_msgsetloc(0, "\\E4* You see^1, each Dark Fountain creates a different \"world.\"/", "obj_ch2_scene20_slash_Step_0_gml_336_0") c_msgnextloc("\\E4* A \"world\" whose Darkners reflect the will of its fountain./", "obj_ch2_scene20_slash_Step_0_gml_337_0") if (global.lang == "ja") c_msgnextloc("\\E4* その世界を生み出した&  「闇の泉」の意志を&  受け継いだ者たちなんだよ。/", "obj_ch2_scene20_slash_Step_0_gml_375_0_b") c_msgnextloc("\\E4* But^1, though those Darkners can exist in their own worlds.../", "obj_ch2_scene20_slash_Step_0_gml_338_0") c_msgnextloc("\\E4* They might not \"belong\" if they go to another one./%", "obj_ch2_scene20_slash_Step_0_gml_339_0") c_talk_wait() c_sel(su) c_sprite(spr_cutscene_20_susie_lancer_look_down) c_speaker("susie") c_msgsetloc(0, "\\EC* ..^1. so can we help him!?/%", "obj_ch2_scene20_slash_Step_0_gml_346_0") c_talk_wait() c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_left_butler_unhappy) c_speaker("ralsei") c_msgsetloc(0, "\\EA* Yes. There is a way./", "obj_ch2_scene20_slash_Step_0_gml_354_0") c_msgnextloc("* Castle Town's Grand Fountain is made of pure darkness./", "obj_ch2_scene20_slash_Step_0_gml_355_0") c_msgnextloc("\\EB* As long as it stays flowing^1, any Darkner can live there./", "obj_ch2_scene20_slash_Step_0_gml_356_0") c_msgnextloc("\\E2* So..^1. if we bring Lancer back to school^1, he'll be OK again./%", "obj_ch2_scene20_slash_Step_0_gml_357_0") c_talk_wait() c_speaker("susie") c_msgsetloc(0, "* ..^1. So we just need to get out of here^1, huh?/%", "obj_ch2_scene20_slash_Step_0_gml_365_0") c_talk_wait() c_speaker("ralsei") c_msgsetloc(0, "\\E2* Right./", "obj_ch2_scene20_slash_Step_0_gml_372_0") c_facenext("susie", "C") c_msgnextloc("\\EC* ..^1. alright./%", "obj_ch2_scene20_slash_Step_0_gml_374_0") c_talk_wait() c_sel(su) c_sprite(spr_cutscene_20_susie_lancer_smile) c_speaker("susie") c_msgsetloc(0, "\\EA* Lancer^1, we'll be back for you^1, buddy.../%", "obj_ch2_scene20_slash_Step_0_gml_378_0") c_talk_wait() c_wait(30) c_sel(su) c_facing("l") c_emote("!", 30) c_autowalk(1) c_var_instance(stonelancer, "visible", 1) c_sel(ra) c_emote("!", 30) c_speaker("berdly") c_fefc(0, 0) c_msgsetloc(0, "\\EI* Your friend..^1. If we defeat Queen^1, we can save him?/%", "obj_ch2_scene20_slash_Step_0_gml_394_0") c_talk_wait() c_sel(kr) c_facing("l") c_sel(su) c_facing("l") c_sel(be) c_facing("berdlyunhappy") c_setxy(1250, 230) c_walkdirect(1298, 230, 15) c_panspeed(-8, 0, 10) c_wait(30) c_speaker("susie") c_msgsetloc(0, "\\E0* Uh^1, yeah./%", "obj_ch2_scene20_slash_Step_0_gml_414_0") c_talk_wait() c_facing("d") c_speaker("berdly") c_msgsetloc(0, "* With me out of the way^1, Queen.../%", "obj_ch2_scene20_slash_Step_0_gml_421_0") c_talk_wait() c_sel(be) c_sprite(spr_berdly_depressed_dw_left) c_halt() c_speaker("berdly") c_msgsetloc(0, "\\EG* ..^1. is going to force Noelle to do her bidding./", "obj_ch2_scene20_slash_Step_0_gml_431_0") c_msgnextloc("\\E9* And if Noelle doesn't want to.../", "obj_ch2_scene20_slash_Step_0_gml_432_0") c_msgnextloc("\\E8* ..^1. She might make her face into a robot one./", "obj_ch2_scene20_slash_Step_0_gml_433_0") c_facenext("susie", "0") c_msgnextloc("\\E0* .../%", "obj_ch2_scene20_slash_Step_0_gml_435_0") c_talk_wait() c_facing("berdlyunhappy") c_walkdirect(1505, 230, 40) c_panspeed(4, 0, 15) c_wait(20) c_sel(kr) c_facing("r") c_wait(20) c_speaker("berdly") c_msgsetloc(0, "\\E8* Susie.../%", "obj_ch2_scene20_slash_Step_0_gml_451_0") c_talk_wait() c_sel(su) c_facing("d") c_speaker("berdly") c_msgsetloc(0, "\\E9* Could you..^1. assist me in saving Noelle?/", "obj_ch2_scene20_slash_Step_0_gml_458_0") c_facenext("susie", "6") c_msgnextloc("\\E6* ..^1. huh...? M-me?/%", "obj_ch2_scene20_slash_Step_0_gml_460_0") c_talk_wait() c_facing("l") c_sel(be) c_sprite(spr_berdly_depressed_dw_left) c_halt() c_speaker("berdly") c_msgsetloc(0, "\\E9* I..^1. just can't do it by myself./%", "obj_ch2_scene20_slash_Step_0_gml_472_0") c_talk_wait() c_autowalk(0) c_sprite(spr_berdly_smug_point_animated) c_imagespeed(0.25) c_speaker("berdly") c_msgsetloc(0, "\\EI* But if you can help me..^1. I have a plan./", "obj_ch2_scene20_slash_Step_0_gml_482_0") c_facenext("susie", "K") c_msgnextloc("\\EK* A plan?/%", "obj_ch2_scene20_slash_Step_0_gml_484_0") c_talk_wait() c_sel(be) c_facing("berdly") c_autowalk(1) c_facing("d") c_speaker("berdly") c_msgsetloc(0, "\\E0* I remember from Queen's tour of this place.../", "obj_ch2_scene20_slash_Step_0_gml_493_0") c_msgnextloc("\\E0* There's a secret shortcut on the third floor./%", "obj_ch2_scene20_slash_Step_0_gml_494_0") c_talk_wait() c_facing("l") c_speaker("berdly") c_msgsetloc(0, "\\E1* While Kris is distracting Queen^1,/", "obj_ch2_scene20_slash_Step_0_gml_500_0") c_msgnextloc("\\E0* Susie will take the shortcut to reach Noelle^1,/%", "obj_ch2_scene20_slash_Step_0_gml_501_0") c_talk_wait() c_facing("d") c_speaker("berdly") c_msgsetloc(0, "\\E0* And transfer her to me on the roof./", "obj_ch2_scene20_slash_Step_0_gml_507_0") c_msgnextloc("\\E1* From there^1, I'll bring her to a safe hiding spot.../%", "obj_ch2_scene20_slash_Step_0_gml_508_0") c_talk_wait() c_autowalk(0) c_sprite(spr_berdly_smug_point_animated) c_imagespeed(0.25) c_speaker("berdly") c_msgsetloc(0, "\\EI* And together^1, we can all defeat Queen!/%", "obj_ch2_scene20_slash_Step_0_gml_516_0") c_talk_wait() c_sel(su) c_facing("u") c_speaker("susie") c_msgsetloc(0, "\\E0* .../%", "obj_ch2_scene20_slash_Step_0_gml_523_0") c_talk_wait() c_facing("l") c_sel(be) c_facing("r") c_halt() c_speaker("susie") c_msgsetloc(0, "\\EK* Alright^1, sure. We'll give it a shot./", "obj_ch2_scene20_slash_Step_0_gml_534_0") c_facenext("berdly", "6") c_msgnextloc("\\E6* Haha^1! Most excellent!^1! Then.../%", "obj_ch2_scene20_slash_Step_0_gml_536_0") c_talk_wait() c_sel(su) c_autodepth(1) c_sel(be) c_autowalk(1) c_walk_wait("d", 6, 5) c_walk("r", 12, 25) c_delayfacing(46, "l") c_wait(15) c_sel(kr) c_facing("r") c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_right_butler) c_sel(su) c_facing("r") c_wait(30) c_speaker("berdly") c_msgsetloc(0, "\\E7* See you on the roof^1, fellow agent!/%", "obj_ch2_scene20_slash_Step_0_gml_563_0") c_talk_wait() c_sel(be) c_walk("r", 10, 30) c_panobj(kr_actor, 30) c_wait(15) c_sel(su) c_facing("l") c_sel(ra) c_sprite(spr_cutscene_20_ralsei_walk_left_butler) c_wait(15) c_speaker("susie") c_msgsetloc(0, "\\E2* Alright^1, let's go!/%", "obj_ch2_scene20_slash_Step_0_gml_583_0") c_talk_wait() c_sel(su) c_walkdirect(1360, 230, 25) c_delayfacing(26, "r") c_sel(ra) c_autowalk(0) c_walkdirect(1290, 242, 25) c_imagespeed(0.25) c_delaycmd(26, "imagespeed", 0) c_delaycmd(26, "sprite", 190) c_wait(60) c_sel(su) c_facing("l") c_speaker("susie") c_msgsetloc(0, "\\E5* ..^1. would you take that off already!?/", "obj_ch2_scene20_slash_Step_0_gml_607_0") c_facenext("ralsei", "Q") c_msgnextloc("\\EQ* S-sorry!/%", "obj_ch2_scene20_slash_Step_0_gml_609_0") c_talk_wait() c_wait(16) c_soundplay(snd_swing) c_sel(kr) c_spin(2) c_sel(su) c_spin(2) c_sel(ra) c_addxy(0, -5) c_spin(2) c_wait(16) c_soundplay(snd_bell) c_sel(kr) c_sprite(spr_kris_pose) c_addxy(-2, -2) c_spin(0) c_sel(su) c_sprite(spr_susie_pose) c_addxy(2, 2) c_spin(0) c_sel(ra) c_sprite(spr_ralsei_pose) c_addxy(-10, 0) c_spin(0) c_mus2("volume", 1, 15) c_wait(15) } if (con == 3 && (!d_ex())) { con = 4 c_pannable(0) c_actortokris() c_actortocaterpillar() c_terminatekillactors() } if (con == 4 && (!i_ex(obj_cutscene_master))) { con = 0 global.interact = 0 global.facing = 0 global.plot = 120 lancernpc = instance_create(stonelancer.x, stonelancer.y, obj_pushable_lancer) with (stonelancer) instance_destroy() instance_destroy() }