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gml_Object_obj_hotland_roof_cutscene_neutral_2_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case 0:
6
        if (obj_pl.x < 400)
7
        {
8
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
9
            obj_player_npc.image_blend = make_colour_rgb(80, 80, 80)
10
            cutscene_advance()
11
        }
12
        break
13
    case 1:
14
        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up")
15
        break
16
    case 2:
17
        if cutscene_wait(1.5)
18
            cutscene_advance(2.5)
19
        break
20
    case 2.5:
21
        if cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y + 60), 1, "x", "up")
22
            cutscene_advance(3)
23
        break
24
    case 3:
25
        cutscene_camera_move(obj_martlet_npc.x, 300, 1)
26
        camera_set_view_speed(view_camera[0], -1, -1)
27
        break
28
    case 4:
29
        cutscene_wait(0.5)
30
        break
31
    case 5:
32
        cutscene_instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 45), obj_cutscene_ex)
33
        break
34
    case 6:
35
        cutscene_wait(1)
36
        break
37
    case 7:
38
        cutscene_npc_direction(obj_martlet_npc, "down")
39
        instance_destroy(obj_cutscene_ex)
40
        break
41
    case 8:
42
        cutscene_wait(0.5)
43
        break
44
    case 9:
45
        cutscene_dialogue()
46
        with (msg)
47
        {
48
            talker[0] = 1164
49
            position = 0
50
            message[0] = "* Ah, you got my message!#  Great!"
51
            prt[0] = 328
52
        }
53
        break
54
    case 10:
55
        cutscene_wait(0.5)
56
        break
57
    case 11:
58
        cutscene_npc_direction(obj_martlet_npc, "up")
59
        break
60
    case 12:
61
        cutscene_camera_move(obj_martlet_npc.x, 260, 1)
62
        camera_set_view_speed(view_camera[0], -1, -1)
63
        break
64
    case 13:
65
        cutscene_wait(0.5)
66
        break
67
    case 14:
68
        cutscene_dialogue()
69
        with (msg)
70
        {
71
            color = true
72
            col_modif[0] = 16776960
73
            talker[0] = 1164
74
            message[0] = "* What a view..."
75
            message[1] = "* That large facility in#  front of us is the#  CORE..."
76
            message[2] = "* ...The main source of#  power for the#  Underground."
77
            message[3] = "* Behind that is New Home.#  The capital city."
78
            message_col[3][0] = "                 New Home                     "
79
            message[4] = "* ...King ASGORE's Castle."
80
            prt[0] = 328
81
            prt[1] = 321
82
            prt[2] = 321
83
            prt[3] = 338
84
            prt[4] = 329
85
        }
86
        break
87
    case 15:
88
        cutscene_wait(0.5)
89
        break
90
    case 16:
91
        cutscene_npc_direction(obj_martlet_npc, "down")
92
        break
93
    case 17:
94
        cutscene_wait(1)
95
        break
96
    case 18:
97
        cutscene_dialogue()
98
        with (msg)
99
        {
100
            talker[0] = 1164
101
            message[0] = "* Look, I haven't been#  100% honest with you..."
102
            message[1] = "* My whole life, I was#  taught that humans are#  the enemy."
103
            message[2] = "* But you... you never#  really came across as#  such. "
104
            message[3] = "* Though..."
105
            message[4] = "* During our journey, I#  did sense a faint,#  alarming aura in you."
106
            prt[0] = 317
107
            prt[1] = 329
108
            prt[2] = 320
109
            prt[3] = 329
110
            prt[4] = 317
111
        }
112
        break
113
    case 19:
114
        cutscene_wait(0.5)
115
        break
116
    case 20:
117
        cutscene_npc_action_sprite(1164, 225, 1, true, 0)
118
        break
119
    case 21:
120
        cutscene_dialogue()
121
        with (msg)
122
        {
123
            talker[0] = 1164
124
            message[0] = "* I had this backup plan#  in case you started a#  rampage but..."
125
            message[1] = "* ...you never did."
126
            prt[0] = 317
127
            prt[1] = 329
128
        }
129
        break
130
    case 22:
131
        syringe_noloop = false
132
        cutscene_wait(0.25)
133
        break
134
    case 23:
135
        if cutscene_npc_action_sprite(1164, 3670, 1, true, 0)
136
        {
137
            obj_martlet_npc.action_sprite = false
138
            cutscene_music_start(296)
139
            cutscene_advance(24)
140
        }
141
        if (syringe_noloop == false && obj_martlet_npc.image_index >= 8)
142
        {
143
            syringe_noloop = true
144
            instance_create_depth((obj_martlet_npc.x - 12), (obj_martlet_npc.y - 22), 150, obj_hotland_roof_syringe)
145
        }
146
        break
147
    case 24:
148
        cutscene_wait(0.5)
149
        break
150
    case 25:
151
        cutscene_dialogue()
152
        with (msg)
153
        {
154
            talker[0] = 1164
155
            message[0] = "* Phew... that feels#  liberating."
156
            message[1] = "* I'm so sorry for keeping#  that from you. You're a#  good kid."
157
            message[2] = "* Even so, there's another#  problem..."
158
            message[3] = "* I don't think ASGORE#  would agree."
159
            message[4] = "* You see, he needs seven#  human SOULs to destroy#  the barrier."
160
            message[5] = "* So far he's collected#  five and he might try#  for another..."
161
            message[6] = "* Now that we're this#  close..."
162
            message[7] = "* I'm afraid there isn't a#  peaceful way of#  confronting him."
163
            message[8] = "* I'm sorry."
164
            prt[0] = 320
165
            prt[1] = 320
166
            prt[2] = 315
167
            prt[3] = 317
168
            prt[4] = 338
169
            prt[5] = 321
170
            prt[6] = 322
171
            prt[7] = 315
172
            prt[8] = 315
173
            if (message_current == 7)
174
                obj_martlet_npc.npc_direction = "up"
175
        }
176
        break
177
    case 26:
178
        cutscene_wait(1)
179
        break
180
    case 27:
181
        cutscene_dialogue()
182
        with (msg)
183
        {
184
            talker[0] = 1164
185
            message[0] = "* ..."
186
            message[1] = "* I know this isn't the#  path you intended but..."
187
            message[2] = "* Let's... put all this#  behind us."
188
            message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood!"
189
            message[4] = "* I'll teach you#  craftsmanship..."
190
            message[5] = "* And you can teach me#  marksmanship!"
191
            message[6] = "* You don't deserve to die#  this young."
192
            message[7] = "* ..."
193
            message[8] = "* What do you say?"
194
            prt[0] = 329
195
            prt[1] = 317
196
            prt[2] = 317
197
            prt[3] = 320
198
            prt[4] = 312
199
            prt[5] = 312
200
            prt[6] = 320
201
            prt[7] = 329
202
            prt[8] = 320
203
            ch_msg = 8
204
            ch[1] = "Sounds good"
205
            ch[2] = "...Okay"
206
            message[9] = "* Really???"
207
            message[10] = "* Wow! We are going to#  have so much fun!"
208
            message[11] = "* I promise this is the#  best outcome for both of#  us."
209
            message[12] = "* Well, \"roommate,\" let's#  go to Snowdin!"
210
            prt[9] = 330
211
            prt[10] = 312
212
            prt[11] = 318
213
            prt[12] = 312
214
            if (message_current == 1)
215
                obj_martlet_npc.npc_direction = "down"
216
            if (message_current >= 7)
217
                scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_acquittal, 1000)
218
        }
219
    case 28:
220
        cutscene_npc_walk_relative(1164, 0, 20, 1, "y", "down")
221
        break
222
    case 29:
223
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y, obj_hotland_roof_martlet_vine)
224
        break
225
    case 30:
226
        break
227
    case 31:
228
        cutscene_wait(1)
229
        break
230
    case 32:
231
        cutscene_dialogue_dark()
232
        with (msg)
233
        {
234
            sndfnt = 102
235
            message[0] = "  W-What is this?"
236
            message[1] = "  Clover...?"
237
            message[2] = "  W-Why would you..."
238
        }
239
        break
240
    case 33:
241
        obj_hotland_roof_martlet_vine.scene++
242
        cutscene_advance()
243
        break
244
    case 34:
245
        break
246
    case 35:
247
        cutscene_wait(1.5)
248
        break
249
    case 36:
250
        cutscene_music_start(38)
251
        break
252
    case 37:
253
        cutscene_dialogue()
254
        with (msg)
255
        {
256
            talker[0] = 3194
257
            message[0] = "* You gotta be kidding me!"
258
            message[1] = "* I just knew something#  like this would happen!"
259
            message[2] = "* And after all we've been#  through..."
260
            message[3] = "* I tried for so long."
261
            message[4] = "* I tried to uphold a#  friendly persona but#  wow..."
262
            message[5] = "* You really brought me to#  my limit!"
263
            message[6] = "* Though, I gotta say, it#  did feel good to finally#  SNAP, ya know?"
264
            message[7] = "* She never saw it coming!"
265
            message[8] = "* Best of all, she thought#  YOU betrayed her in the#  end!"
266
            message[9] = "* What an IDIOT!"
267
            message[10] = "* I bet she even-   "
268
            prt[0] = 351
269
            prt[1] = 351
270
            prt[2] = 356
271
            prt[3] = 351
272
            prt[4] = 351
273
            prt[5] = 351
274
            prt[6] = 2165
275
            prt[7] = 3789
276
            prt[8] = 2165
277
            prt[9] = 2165
278
            prt[10] = 349
279
            if (message_current == 6)
280
                sndfnt = 664
281
            else if (message_current == 10)
282
                sndfnt = 96
283
            if (message_current == 10)
284
            {
285
                if (cutoff >= string_length(message[message_current]))
286
                {
287
                    instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop)
288
                    instance_destroy()
289
                    global.dialogue_open = false
290
                    other.scene++
291
                }
292
                skippable = false
293
            }
294
        }
295
        break
296
    case 38:
297
        cutscene_advance()
298
        break
299
    case 39:
300
        if (!instance_exists(obj_heart_initiate_battle_flowey_rooftop))
301
            cutscene_advance()
302
        break
303
    case 40:
304
        audio_play_sound(snd_fail, 1, 0)
305
        cutscene_instance_create(0, 0, obj_rooftop_resettext)
306
        break
307
    case 41:
308
        cutscene_wait(1)
309
        break
310
    case 42:
311
        cutscene_dialogue()
312
        with (msg)
313
        {
314
            talker[0] = 3194
315
            message[0] = "* Nuh-uh-uh!"
316
            message[1] = "* Trigger-happy are we?"
317
            message[2] = "* I think you forgot who's#  in charge here."
318
            prt[0] = 3251
319
            prt[1] = 349
320
            prt[2] = 349
321
        }
322
        break
323
    case 43:
324
        var xx = obj_pl.x
325
        var yy = obj_pl.y
326
        var offset = 14
327
        audio_play_sound(snd_undertale_appear, 1, 0)
328
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(cutscene_music, 500)
329
        instance_create_depth((xx - offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets)
330
        instance_create_depth((xx - offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets)
331
        instance_create_depth(xx, (yy - offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets)
332
        instance_create_depth((xx + offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets)
333
        instance_create_depth((xx + offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets)
334
        instance_create_depth((xx + offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets)
335
        instance_create_depth(xx, (yy + offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets)
336
        instance_create_depth((xx - offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets)
337
        cutscene_advance()
338
        break
339
    case 44:
340
        cutscene_wait(1)
341
        break
342
    case 45:
343
        cutscene_dialogue()
344
        with (msg)
345
        {
346
            talker[0] = 3194
347
            message[0] = "* We had a nice run,#  didn't we?"
348
            prt[0] = 348
349
        }
350
        break
351
    case 46:
352
        with (obj_hotland_roof_flowey_pellets)
353
            scene = 1
354
        cutscene_advance()
355
        break
356
    case 47:
357
        cutscene_wait(1.5)
358
        break
359
    case 48:
360
        cutscene_dialogue()
361
        with (msg)
362
        {
363
            talker[0] = 3194
364
            message[0] = "* Too bad I won't#  miss it."
365
            prt[0] = 2165
366
            sndfnt = 664
367
        }
368
        break
369
    case 49:
370
        if cutscene_npc_action_sprite(3194, 3150, 1, true, 1)
371
        {
372
            obj_flowey_npc.action_sprite_stop = false
373
            obj_flowey_npc.action_sprite = true
374
            obj_flowey_npc.sprite_index = spr_flowey_laughs
375
            obj_flowey_npc.image_speed = 1
376
            obj_flowey_npc.image_index = 0
377
            audio_play_sound(snd_flowey_laugh, 1, 0)
378
            alarm[0] = 15
alarm[0]

audio_play_sound(mus_missing_inaction, 1, 0) with (obj_hotland_roof_flowey_pellets) scene = 4
379
        }
380
        break
381
    case 50:
382
        obj_player_npc.npc_dynamic_depth = false
383
        obj_player_npc.depth = depth - 1
384
        obj_flowey_npc.npc_dynamic_depth = false
385
        obj_flowey_npc.depth = depth - 1
386
        if (!instance_exists(obj_hotland_roof_flowey_pellets))
387
        {
388
            instance_destroy(obj_player_npc)
389
            obj_pl.image_alpha = 0
390
            obj_flowey_npc.image_alpha = 0
391
            var heart = instance_create_depth(obj_pl.x, obj_pl.y, -10000, obj_heart_flowey_rooftop)
392
            heart.image_alpha = 0
393
            audio_play_sound(snd_hurt, 1, 0)
394
            cutscene_advance()
395
        }
396
        else if (instance_exists(obj_hotland_roof_flowey_pellets) && obj_hotland_roof_flowey_pellets.scene >= 4)
397
        {
398
            if (draw_alpha < 0.99)
399
                draw_alpha = lerp(draw_alpha, 1, 0.04)
400
            else
401
                draw_alpha = 1
402
        }
403
        break
404
    case 51:
405
        cutscene_wait(2.5)
406
        break
407
    case 52:
408
        if (obj_heart_flowey_rooftop.image_alpha < 0.99)
409
            obj_heart_flowey_rooftop.image_alpha += 0.05
410
        else
411
            cutscene_advance()
412
        break
413
    case 53:
414
        cutscene_wait(3.5)
415
        break
416
    case 54:
417
        if (obj_flowey_npc.image_alpha >= 1)
418
            cutscene_wait(1.5)
419
        else
420
            obj_flowey_npc.image_alpha += 0.05
421
        break
422
    case 55:
423
        obj_heart_flowey_rooftop.waiter = 1
424
        instance_create_depth((obj_flowey_npc.x - 1), (obj_flowey_npc.y + 9), (obj_flowey_npc.depth - 10001), obj_hotland_roof_soul_grab)
425
        cutscene_advance()
426
        break
427
    case 56:
428
        var img_index = obj_hotland_roof_soul_grab.image_index
429
        if (img_index >= 15)
430
            obj_heart_flowey_rooftop.image_alpha = 0
431
        if (img_index >= 19)
432
            draw_alpha_white = (img_index - 19) / (obj_hotland_roof_soul_grab.image_number - 1 - 19)
433
        if (img_index >= (obj_hotland_roof_soul_grab.image_number - 1))
434
        {
435
            obj_hotland_roof_soul_grab.image_speed = 0
436
            cutscene_advance()
437
        }
438
        break
439
    case 57:
440
        instance_destroy(obj_flowey_npc)
441
        instance_destroy(obj_hotland_roof_soul_grab)
442
        cutscene_advance()
443
        break
444
    case 58:
445
        cutscene_wait(3)
446
        break
447
    case 59:
448
        draw_alpha_white = lerp(draw_alpha_white, 0, 0.05)
449
        if (draw_alpha_white < 0.01)
450
        {
451
            draw_alpha_white = 0
452
            cutscene_advance()
453
        }
454
        break
455
    case 60:
456
        cutscene_wait(1)
457
        instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 140), obj_pl.depth, obj_player_npc)
458
        obj_player_npc.image_alpha = 0
459
        break
460
    case 61:
461
        draw_clover_yellow_alpha = lerp(draw_clover_yellow_alpha, 1, 0.03)
462
        if (draw_clover_yellow_alpha > 0.99)
463
        {
464
            draw_clover_yellow_alpha = 1
465
            cutscene_advance()
466
        }
467
        break
468
    case 62:
469
        cutscene_wait(1)
470
        break
471
    case 63:
472
        var big_flowey = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -99999, obj_flowey_rooftop_big)
473
        var noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -999990, obj_flowey_rooftop_noise)
474
        cutscene_advance()
475
        noise_pop = 0
476
        break
477
    case 64:
478
        cutscene_wait(1)
479
        break
480
    case 65:
481
        noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 80), -999990, obj_flowey_rooftop_noise)
482
        obj_flowey_rooftop_big.image_alpha = 0
483
        cutscene_advance()
484
        break
485
    case 66:
486
        with (obj_player_npc)
487
        {
488
            if (y < (camera_get_view_y(view_camera[0]) + 180))
489
                y += 5
490
            else
491
            {
492
                with (other)
493
                    scene = 67
494
            }
495
        }
496
        break
497
    case 67:
498
        cutscene_wait(0.5)
499
        break
500
    case 68:
501
        noise = instance_create_depth((camera_get_view_x(view_camera[0]) + 160), (camera_get_view_y(view_camera[0]) + 40), -999990, obj_flowey_rooftop_noise)
502
        obj_flowey_rooftop_big.y = noise.y
503
        obj_flowey_rooftop_big.image_alpha = 1
504
        cutscene_advance()
505
        break
506
    case 69:
507
        cutscene_wait(0.5)
508
        break
509
    case 70:
510
        cutscene_music_start(620)
511
        break
512
    case 71:
513
        if (!instance_exists(obj_dialogue_flowey_alone))
514
            msg = instance_create(x, y, obj_dialogue_flowey_alone)
515
        if (!global.dialogue_open)
516
        {
517
            cutscene_advance()
518
            return true;
519
        }
520
        with (msg)
521
        {
522
            sndfnt = 96
523
            message[0] = "* MMMmm I shoulda done this#  earlier, huh!"
524
            message[1] = "* Oh?"
525
            message[2] = "* You're still holding on? So#  stubborn!"
526
            message[3] = "* Lighten up a little, pal!"
527
            message[4] = "* You do know this didn't have to#  happen, right?"
528
            message[5] = "* We had a plan. A simple one."
529
            message[6] = "* Go. To. ASGORE."
530
            message[7] = "* But I guess you're too stupid#  to follow directions."
531
            message[8] = "* Don't know why I thought this#  would end any differently..."
532
            if (global.meta_flowey_fight_count == 0)
533
            {
534
                message[9] = "* You've always been predictable."
535
                message[10] = "* Oh? What do I mean? Well,#  buddy, let me show you!"
536
            }
537
            else
538
            {
539
                message[9] = "* You've always been#  predictable, heh."
540
                message[10] = "* But enough about YOU."
541
                message[11] = "* I wanna have a little fun#  before I absorb your SOUL for#  good!"
542
            }
543
            switch message_current
544
            {
545
                case 0:
546
                    var flowey_face = spr_flowey_big_smile
547
                    break
548
                case 1:
549
                    flowey_face = spr_flowey_big_unamused
550
                    break
551
                case 2:
552
                    flowey_face = spr_flowey_big_smirk
553
                    break
554
                case 3:
555
                    flowey_face = spr_flowey_big_wink
556
                    break
557
                case 4:
558
                    flowey_face = spr_flowey_big_neutral
559
                    break
560
                case 5:
561
                    flowey_face = spr_flowey_big_neutral
562
                    break
563
                case 6:
564
                    flowey_face = spr_flowey_big_evil
565
                    break
566
                case 7:
567
                    flowey_face = spr_flowey_big_plain
568
                    break
569
                case 8:
570
                    flowey_face = spr_flowey_big_plain
571
                    break
572
                case 9:
573
                    if (global.meta_flowey_fight_count == 0)
574
                        flowey_face = spr_flowey_big_smirk
575
                    else
576
                        flowey_face = spr_flowey_big_smirk
577
                    break
578
                case 10:
579
                    if (global.meta_flowey_fight_count == 0)
580
                        flowey_face = spr_flowey_big_wink
581
                    else
582
                        flowey_face = spr_flowey_big_smile_side
583
                    break
584
                case 11:
585
                    flowey_face = spr_flowey_big_grin
586
                    break
587
                default:
588
                    flowey_face = spr_flowey_big_neutral
589
                    break
590
            }
591
592
            switch message_current
593
            {
594
                case 4:
595
                case 6:
596
                case 7:
597
                case 10:
598
                    if (other.noise_pop < message_current)
599
                    {
600
                        other.noise_pop = message_current
601
                        instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise)
602
                    }
603
                    break
604
            }
605
606
            if (message_current == 6)
607
            {
608
                sndfnt = 664
609
                shake = true
610
            }
611
            else
612
            {
613
                sndfnt = 96
614
                shake = false
615
            }
616
        }
617
        obj_flowey_rooftop_big.sprite_index = flowey_face
618
        break
619
    case 72:
620
        cutscene_wait(0.5)
621
        break
622
    case 73:
623
        if (global.meta_flowey_fight_count > 0)
624
        {
625
            var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller)
626
            controller.scene = 95
627
            obj_flowey_rooftop_big.persistent = true
628
            room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room)
629
            global.battling_boss = true
630
            global.battle_start = true
631
            global.sound_carry_overworld = false
632
            global.cutscene = true
633
            global.battle_enemy_name = "flowey"
634
            obj_pl.image_alpha = 0
635
            instance_destroy()
636
            return;
637
        }
638
        audio_play_sound(mus_cymbal, 10, 0)
639
        cutscene_advance()
640
        break
641
    case 74:
642
        if (!instance_exists(obj_flowey_rooftop_noise))
643
        {
644
            var rand = 50
645
            if (irandom_range(1, 50) == 1)
646
                instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise)
647
        }
648
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_flowey_soundscape, 1000)
649
        cutscene_screenshake(999, 1)
650
        if (draw_alpha_white < 1)
651
            draw_alpha_white += 0.007
652
        else
653
            cutscene_advance()
654
        break
655
    case 75:
656
        cutscene_wait(1)
657
        break
658
    case 76:
659
        cutscene_change_room(222, 184, 651, 0.1)
660
        break
661
}
662
663
if (scene >= 50 && scene <= 53 && (!audio_is_playing(snd_flowey_laugh)))
664
{
665
    if (obj_flowey_npc.sprite_index == spr_flowey_laughs || obj_flowey_npc.sprite_index == spr_flowey_rooftop_grows)
666
    {
667
        if cutscene_npc_action_sprite_reverse(3194, 3150, 1, false)
668
            scene -= 1
669
    }
670
}