1 |
switch scene |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.y <= 210) |
5 |
{ |
6 |
scr_cutscene_startscr_cutscene_startfunction scr_cutscene_start() //gml_Script_scr_cutscene_start
{
global.cutscene = true
obj_pl.state = gml_Script_scr_frozen_state
obj_pl.image_index = 0
obj_pl.image_speed = 0
} () |
7 |
scene++ |
8 |
} |
9 |
break |
10 |
case 1: |
11 |
cutscene_instance_create(200, 160, obj_steamworks_05_flowey) |
12 |
break |
13 |
case 2: |
14 |
if (obj_steamworks_05_flowey.sprite_index != spr_flowey) |
15 |
return; |
16 |
else |
17 |
cutscene_advance() |
18 |
break |
19 |
case 3: |
20 |
cutscene_wait(0.15) |
21 |
break |
22 |
case 4: |
23 |
cutscene_dialogue() |
24 |
with (msg) |
25 |
{ |
26 |
sndfnt = 96 |
27 |
talker[0] = 1996 |
28 |
message[0] = "* Howdy!" |
29 |
message[1] = "* Another team-up? You're# wasting your time,# buddy." |
30 |
message[2] = "* So far, these monsters# have only brought you# misfortune." |
31 |
message[3] = "* I feel like following# that lady's orders won't# end any differently." |
32 |
message[4] = "* Especially with that# \"lab\" business..." |
33 |
message[5] = "* Just try your best to# move things along and# not get sidetracked." |
34 |
message[6] = "* Hopefully we can talk# soon. Good luck, Clover!" |
35 |
prt[0] = 348 |
36 |
prt[1] = 347 |
37 |
prt[2] = 348 |
38 |
prt[3] = 348 |
39 |
prt[4] = 348 |
40 |
prt[5] = 348 |
41 |
prt[6] = 348 |
42 |
} |
43 |
break |
44 |
case 5: |
45 |
with (obj_steamworks_05_flowey) |
46 |
{ |
47 |
sprite_index = spr_floweyleave |
48 |
image_speed = 0.2 |
49 |
} |
50 |
cutscene_advance() |
51 |
break |
52 |
case 6: |
53 |
if (!instance_exists(obj_steamworks_05_flowey)) |
54 |
{ |
55 |
global.sworks_flag[7] = 1 |
56 |
instance_create(200, 160, obj_determination) |
57 |
instance_destroy() |
58 |
scr_cutscene_end() |
59 |
} |
60 |
break |
61 |
} |