1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
cutscene_wait(1) |
7 |
break |
8 |
case 1: |
9 |
if cutscene_dialogue_final_flowey() |
10 |
{ |
11 |
if (global.meta_flowey_fight_count != 0) |
12 |
{ |
13 |
instance_create(x, y, obj_flowey_battle_screen_glitch_ending) |
14 |
scene = 10 |
15 |
} |
16 |
} |
17 |
with (msg) |
18 |
{ |
19 |
position = 0 |
20 |
sndfnt = 96 |
21 |
if (global.meta_flowey_fight_count == 0) |
22 |
{ |
23 |
message[0] = "* Heh, I can't believe I thought# this run might be it." |
24 |
message[1] = "* It's no wonder we make a good# team." |
25 |
message[2] = "* You're a lot like me in a way." |
26 |
message[3] = "* Too stubborn to lie down and# accept your situation." |
27 |
message[4] = "* Too... determined." |
28 |
message[5] = "* You're so annoying." |
29 |
message[6] = "* ..." |
30 |
message[7] = "* I thought this would be fun,# and I suppose it was..." |
31 |
message[8] = "* ...For a moment." |
32 |
message[9] = "* But I'm over it now." |
33 |
message[10] = "* ..." |
34 |
message[11] = "* I don't think either of us feel# like fighting for all eternity# so..." |
35 |
message[12] = "* I'll cut you a deal." |
36 |
message[13] = "* I'm going to reset. Back to# when you first arrived." |
37 |
message[14] = "* Of course, you probably won't# remember this." |
38 |
message[15] = "* We can be \"pals\" all over# again. Reunited." |
39 |
message[16] = "* If we end up in the same spot,# I may try this again." |
40 |
message[17] = "* But..." |
41 |
message[18] = "* If you can remember anything# from right now..." |
42 |
message[19] = "* Try to make different decisions# next time." |
43 |
message[20] = "* There's a better timeline out# there for both of us." |
44 |
message[21] = "* Not that I care about you, this# outcome just sucks." |
45 |
message[22] = "* It was all in my mind!" |
46 |
message[23] = "* No one could see it, it wasn't# threatening lives..." |
47 |
message[24] = "* Doesn't come close to what I'm# TRULY aiming for." |
48 |
message[25] = "* When I reach that goal, you'll# be there to witness it." |
49 |
message[26] = "* A spectacle like the world's# never seen!" |
50 |
message[27] = "* So... When we meet again in# that dingy room..." |
51 |
message[28] = "* You're gonna help me get what I# want." |
52 |
message[29] = "* Like it or not, I decide your# fate now." |
53 |
message[30] = "* Haha! If only I could see your# reaction to all this!" |
54 |
message[31] = "* Oh, who am I kidding?" |
55 |
message[32] = "* Your face would only look like# it always did!" |
56 |
flowey[0] = flowey_worried |
57 |
flowey[1] = flowey_wink |
58 |
flowey[2] = flowey_nice |
59 |
flowey[3] = flowey_smirk |
60 |
flowey[4] = flowey_nice |
61 |
flowey[5] = flowey_smirk |
62 |
flowey[6] = flowey_plain |
63 |
flowey[7] = flowey_plains |
64 |
flowey[8] = flowey_plain |
65 |
flowey[9] = flowey_plain |
66 |
flowey[10] = flowey_plains |
67 |
flowey[11] = flowey_plains |
68 |
flowey[12] = flowey_plain |
69 |
flowey[13] = flowey_nice |
70 |
flowey[14] = flowey_niceside |
71 |
flowey[15] = flowey_nice |
72 |
flowey[16] = flowey_niceside |
73 |
flowey[17] = flowey_nice |
74 |
flowey[18] = flowey_nice |
75 |
flowey[19] = flowey_nice |
76 |
flowey[20] = flowey_nice |
77 |
flowey[21] = flowey_niceside |
78 |
flowey[22] = flowey_nice |
79 |
flowey[23] = flowey_plain |
80 |
flowey[24] = flowey_plains |
81 |
flowey[25] = flowey_nice |
82 |
flowey[26] = flowey_niceside |
83 |
flowey[27] = flowey_nice |
84 |
flowey[28] = flowey_smirk |
85 |
flowey[29] = flowey_smirk |
86 |
flowey[30] = flowey_nice |
87 |
flowey[31] = flowey_wink |
88 |
flowey[32] = flowey_nice |
89 |
} |
90 |
else if (global.meta_flowey_fight_count == 1) |
91 |
{ |
92 |
message[0] = "* Here we are again." |
93 |
message[1] = "* Wasn't as terrifying or flashy# as it was the first time, huh?" |
94 |
message[2] = "* Cut me some slack! My# imagination is only so vast!" |
95 |
message[3] = "* Forget it. I might as well be# talking to a wall." |
96 |
message[4] = "* You don't retain your memory# after resets." |
97 |
message[5] = "* That's why I have to explain# the same things every time." |
98 |
message[6] = "* Place the same savepoints,# make the same comments..." |
99 |
message[7] = "* \"Golly, this place sure is# ____!\" " |
100 |
message[8] = "* \"Keep up the good work,# buddy!\"" |
101 |
message[9] = "* \"Remember your mission!\"" |
102 |
message[10] = "* Over and over and over and# over..." |
103 |
message[11] = "* But I notice things each run." |
104 |
message[12] = "* You solve puzzles faster." |
105 |
message[13] = "* You defeat monsters faster." |
106 |
message[14] = "* You navigate the Underground# like you have a map." |
107 |
message[15] = "* All that, yet I know your# memory is wiped clean." |
108 |
message[16] = "* I can't explain it..." |
109 |
message[17] = "* ..." |
110 |
message[18] = "* Maybe at some point it will# all culminate." |
111 |
message[19] = "* You will finally lead me to# what I need." |
112 |
message[20] = "* Until then, I'll reset." |
113 |
message[21] = "* And reset and reset and reset# and reset and reset and reset# and reset and" |
114 |
flowey[0] = flowey_plain |
115 |
flowey[1] = flowey_plains |
116 |
flowey[2] = spr_flowey_disappointed |
117 |
flowey[3] = flowey_plains |
118 |
flowey[4] = flowey_plain |
119 |
flowey[5] = flowey_plain |
120 |
flowey[6] = flowey_plains |
121 |
flowey[7] = spr_flowey_grin_forward |
122 |
flowey[8] = spr_flowey_grin |
123 |
flowey[9] = spr_flowey_grin_forward |
124 |
flowey[10] = flowey_plains |
125 |
flowey[11] = flowey_nice |
126 |
flowey[12] = flowey_plains |
127 |
flowey[13] = flowey_plains |
128 |
flowey[14] = flowey_plain |
129 |
flowey[15] = flowey_plain |
130 |
flowey[16] = flowey_plains |
131 |
flowey[17] = flowey_plains |
132 |
flowey[18] = flowey_plain |
133 |
flowey[19] = flowey_plain |
134 |
flowey[20] = flowey_plains |
135 |
flowey[21] = spr_flowey_grin |
136 |
if (message_current == 21) |
137 |
message_timer = 1 |
138 |
} |
139 |
else if (global.meta_flowey_fight_count == 2) |
140 |
{ |
141 |
message[0] = "* Why do we keep ending up here?" |
142 |
message[1] = "* Every time you make certain# choices, it's the rooftop." |
143 |
message[2] = "* Martlet always convinces you# to go with her." |
144 |
message[3] = "* Am I supposed to just... let# that happen?" |
145 |
message[4] = "* No... I've seen you surrender# and adapt before." |
146 |
message[5] = "* It doesn't lead anywhere." |
147 |
message[6] = "* So, what? Is this it? Is this# the way it has to be?" |
148 |
message[7] = "* When I first steered you into# the Dark Ruins..." |
149 |
message[8] = "* I could've sworn I was onto# something." |
150 |
message[9] = "* But it feels like your life -# your fate - is locked in." |
151 |
message[10] = "* As if there's a specific way# it MUST play out." |
152 |
message[11] = "* If that's true... what does# that fate lead to? Ultimately?" |
153 |
message[12] = "* ...Maybe you're not the one I# need?" |
154 |
message[13] = "* Maybe you're only a stepping# stone? A... precursor." |
155 |
message[14] = "* \"They come. They leave. They# die.\"" |
156 |
message[15] = "* That's what she always said." |
157 |
message[16] = "* ..." |
158 |
message[17] = "* There will be another. " |
159 |
message[18] = "* And this \"helpful\" act... It's# not working. " |
160 |
message[19] = "* I need to embrace who I really# am as soon as I'm rid of you. " |
161 |
message[20] = "* For now, however, I have to# keep it up. " |
162 |
message[21] = "* I know what it's like to be at# rock bottom without hope. " |
163 |
message[22] = "* This... while incredibly# frustrating... " |
164 |
message[23] = "* This act has gotten me the# closest I've ever been to my# goal. " |
165 |
message[24] = "* It's the first time I've felt# like I've made true progress. " |
166 |
message[25] = "* Sure I could try rigging a new# puzzle... " |
167 |
message[26] = "* Drag you into another# alternate path... " |
168 |
message[27] = "* But even I don't have the# patience for that. " |
169 |
message[28] = "* I know deep down that my plan# WILL work out. " |
170 |
message[29] = "* What I don't know is whether# that plan involves you in the# end. " |
171 |
message[30] = "* ...Alive, that is. " |
172 |
message[31] = "* But I've blabbered on enough. " |
173 |
message[32] = "* It's time for me to fake a# smile through another# excruciating journey. " |
174 |
message[33] = "* Don't mess it up again." |
175 |
flowey[0] = flowey_plain |
176 |
flowey[1] = flowey_plain |
177 |
flowey[2] = flowey_plains |
178 |
flowey[3] = flowey_plain |
179 |
flowey[4] = flowey_plains |
180 |
flowey[5] = flowey_plains |
181 |
flowey[6] = flowey_sad |
182 |
flowey[7] = flowey_plain |
183 |
flowey[8] = flowey_plains |
184 |
flowey[9] = flowey_plain |
185 |
flowey[10] = flowey_plain |
186 |
flowey[11] = flowey_plains |
187 |
flowey[12] = flowey_plain |
188 |
flowey[13] = flowey_plains |
189 |
flowey[14] = flowey_plains |
190 |
flowey[15] = flowey_nice |
191 |
flowey[16] = flowey_plain |
192 |
flowey[17] = flowey_plain |
193 |
flowey[18] = flowey_plains |
194 |
flowey[19] = flowey_niceside |
195 |
flowey[20] = flowey_nice |
196 |
flowey[21] = flowey_plain |
197 |
flowey[22] = flowey_plains |
198 |
flowey[23] = flowey_plain |
199 |
flowey[24] = flowey_plain |
200 |
flowey[25] = flowey_plains |
201 |
flowey[26] = flowey_plains |
202 |
flowey[27] = flowey_plain |
203 |
flowey[28] = flowey_smirk |
204 |
flowey[29] = flowey_plains |
205 |
flowey[30] = flowey_nice |
206 |
flowey[31] = flowey_niceside |
207 |
flowey[32] = flowey_nice |
208 |
flowey[33] = flowey_smirk |
209 |
} |
210 |
else if (global.meta_flowey_fight_count >= 3 && (!other.fun_value_check)) |
211 |
{ |
212 |
message[0] = "* Heh." |
213 |
message[1] = "* Talk about a \"dead end.\"" |
214 |
message[2] = "* ..." |
215 |
message[3] = "* That's not funny." |
216 |
message[4] = "* None of this is." |
217 |
message[5] = "* I shouldn't be here. Not# again." |
218 |
message[6] = "* I mean, come on..." |
219 |
message[7] = "* Don't I have anything better# to do?" |
220 |
flowey[0] = flowey_nice |
221 |
flowey[1] = flowey_niceside |
222 |
flowey[2] = flowey_plains |
223 |
flowey[3] = flowey_plain |
224 |
flowey[4] = flowey_plains |
225 |
flowey[5] = flowey_plains |
226 |
flowey[6] = flowey_sad |
227 |
flowey[7] = flowey_plains |
228 |
} |
229 |
else if other.fun_value_check |
230 |
{ |
231 |
message[0] = "* ..." |
232 |
message[1] = "* You know? It's strange." |
233 |
message[2] = "* Something's off here." |
234 |
message[3] = "* We're alone in my mind right# now." |
235 |
message[4] = "* It's clear that we're alone,# right?" |
236 |
message[5] = "* Then why I can't shake it..." |
237 |
message[6] = "* In moments like this where all# is quiet... that's when I feel# it." |
238 |
message[7] = "* Only since you showed up has# it been this way." |
239 |
message[8] = "* ..." |
240 |
message[9] = "* I have to reset again." |
241 |
message[10] = "* I have to reset until I find# the right path." |
242 |
message[11] = "* Until you make the right# choices." |
243 |
message[12] = "* Until it..." |
244 |
flowey[0] = flowey_plain |
245 |
flowey[1] = flowey_plains |
246 |
flowey[2] = flowey_plains |
247 |
flowey[3] = flowey_plains |
248 |
flowey[4] = flowey_plain |
249 |
flowey[5] = flowey_plain |
250 |
flowey[6] = flowey_plain |
251 |
flowey[7] = flowey_plains |
252 |
flowey[8] = flowey_plain |
253 |
flowey[9] = flowey_plains |
254 |
flowey[10] = flowey_plains |
255 |
flowey[11] = flowey_plain |
256 |
flowey[12] = flowey_plains |
257 |
if (message_current == 12) |
258 |
message_timer = 1 |
259 |
} |
260 |
other.sprite_index = flowey[message_current] |
261 |
} |
262 |
break |
263 |
case 2: |
264 |
cutscene_sfx_play(snd_toy_squeak, 1) |
265 |
break |
266 |
case 3: |
267 |
sprite_index = spr_flowey_cloverface |
268 |
cutscene_wait(2) |
269 |
break |
270 |
case 4: |
271 |
cutscene_dialogue_final_flowey() |
272 |
with (msg) |
273 |
{ |
274 |
position = 0 |
275 |
sndfnt = 96 |
276 |
message[0] = "* Hahahahaha!!!" |
277 |
message[1] = "* Alright, alright, I'll let you# go." |
278 |
message[2] = "* I do need a little time to# practice my intro monologue,# though." |
279 |
message[3] = "* Feel free to pace yourself# before the big fall!" |
280 |
message[4] = "* See ya later, Clover!" |
281 |
flowey[0] = flowey_nice |
282 |
flowey[1] = flowey_niceside |
283 |
flowey[2] = flowey_wink |
284 |
flowey[3] = flowey_nice |
285 |
flowey[4] = flowey_niceside |
286 |
other.sprite_index = flowey[message_current] |
287 |
} |
288 |
break |
289 |
case 5: |
290 |
if (sprite_index != spr_flowey_enter) |
291 |
{ |
292 |
y -= 44 |
293 |
sprite_index = spr_flowey_enter |
294 |
image_index = image_number - 1 |
295 |
image_speed = -0.3 |
296 |
} |
297 |
else if (image_index <= 0.5) |
298 |
{ |
299 |
cutscene_advance() |
300 |
image_alpha = 0 |
301 |
} |
302 |
break |
303 |
case 6: |
304 |
cutscene_wait(3) |
305 |
break |
306 |
case 7: |
307 |
cymbal_sound = audio_play_sound(mus_cymbal, 1, 0) |
308 |
cutscene_advance() |
309 |
break |
310 |
case 8: |
311 |
draw_alpha_white = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(cymbal_sound) |
312 |
if (draw_alpha_white >= 0.99) |
313 |
{ |
314 |
draw_alpha_white = 1 |
315 |
scene++ |
316 |
} |
317 |
break |
318 |
case 9: |
319 |
cutscene_wait(5) |
320 |
break |
321 |
case 10: |
322 |
if (!instance_exists(obj_flowey_battle_screen_glitch_ending)) |
323 |
{ |
324 |
room = rm_credits |
325 |
persistent = true |
326 |
scene++ |
327 |
} |
328 |
break |
329 |
case 11: |
330 |
draw_alpha_white -= 0.1 |
331 |
if (draw_alpha_white <= 0) |
332 |
instance_destroy() |
333 |
break |
334 |
} |
335 |
|
336 |
if instance_exists(obj_heart_battle_fighting_yellow_final) |
337 |
obj_heart_battle_fighting_yellow_final.y = lerp(obj_heart_battle_fighting_yellow_final.y, 440, 0.15) |