Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_hotland_roof_cutscene_neutral_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
var text_var = 0
4
if (global.player_level >= 3)
5
    text_var = 1
6
if (global.player_level >= 6)
7
    text_var = 2
8
if (global.dunes_flag[16] >= 2)
9
    text_var = 3
10
var abandoned_geno = false
11
if (global.geno_complete[3] == true && global.route != 3)
12
    abandoned_geno = true
13
switch scene
14
{
15
    case 0:
16
        if (obj_pl.x < 400)
17
        {
18
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc)
19
            cutscene_advance()
20
        }
21
        break
22
    case 1:
23
        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up")
24
        break
25
    case 2:
26
        if cutscene_wait(1.5)
27
            cutscene_advance(2.5)
28
        break
29
    case 2.5:
30
        if cutscene_npc_walk(1168, obj_martlet_npc.x, (obj_martlet_npc.y + 60), 1, "x", "up")
31
            cutscene_advance(3)
32
        break
33
    case 3:
34
        cutscene_camera_move(obj_martlet_npc.x, 300, 1)
35
        camera_set_view_speed(view_camera[0], -1, -1)
36
        break
37
    case 4:
38
        cutscene_wait(0.5)
39
        break
40
    case 5:
41
        cutscene_instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 45), obj_cutscene_ex)
42
        audio_play_sound(snd_encounter, 1, 0)
43
        break
44
    case 6:
45
        cutscene_wait(1)
46
        break
47
    case 7:
48
        cutscene_npc_direction(obj_martlet_npc, "down")
49
        instance_destroy(obj_cutscene_ex)
50
        break
51
    case 8:
52
        cutscene_wait(0.5)
53
        break
54
    case 9:
55
        cutscene_dialogue()
56
        with (msg)
57
        {
58
            talker[0] = 1164
59
            position = 0
60
            switch text_var
61
            {
62
                case 0:
63
                    message[0] = "* Ah, you got my message!#  Great!"
64
                    prt[0] = 328
65
                    break
66
                case 1:
67
                case 2:
68
                    message[0] = "* Ah, you got my message."
69
                    prt[0] = 321
70
                    break
71
                case 3:
72
                    message[0] = "* So you found me..."
73
                    prt[0] = 317
74
                    break
75
            }
76
77
        }
78
        break
79
    case 10:
80
        cutscene_wait(0.5)
81
        break
82
    case 11:
83
        if (text_var == 3)
84
            cutscene_advance(12)
85
        else
86
            cutscene_npc_direction(obj_martlet_npc, "up")
87
        break
88
    case 12:
89
        cutscene_camera_move(obj_martlet_npc.x, 260, 1)
90
        camera_set_view_speed(view_camera[0], -1, -1)
91
        break
92
    case 13:
93
        if (text_var == 3)
94
            cutscene_wait(1)
95
        else
96
            cutscene_wait(0.5)
97
        break
98
    case 14:
99
        cutscene_dialogue()
100
        with (msg)
101
        {
102
            color = true
103
            col_modif[0] = 16776960
104
            talker[0] = 1164
105
            switch text_var
106
            {
107
                case 0:
108
                    message[0] = "* What a view..."
109
                    message[1] = "* That large facility in#  front of us is the#  CORE..."
110
                    message[2] = "* ...The main source of#  power for the#  Underground."
111
                    message[3] = "* Behind that is New Home.#  The capital city."
112
                    message_col[3][0] = "                 New Home                     "
113
                    message[4] = "* ...King ASGORE's Castle."
114
                    prt[0] = 328
115
                    prt[1] = 321
116
                    prt[2] = 321
117
                    prt[3] = 338
118
                    prt[4] = 329
119
                    break
120
                case 1:
121
                case 2:
122
                    message[0] = "* ..."
123
                    message[1] = "* That large facility in#  front of us is the#  CORE..."
124
                    message[2] = "* ...The main source of#  power for the#  Underground."
125
                    message[3] = "* Behind that is New Home.#  The capital city."
126
                    message_col[3][0] = "                 New Home                     "
127
                    message[4] = "* ...King ASGORE's#  Castle."
128
                    prt[0] = 321
129
                    prt[1] = 321
130
                    prt[2] = 338
131
                    prt[3] = 321
132
                    prt[4] = 317
133
                    break
134
                case 3:
135
                    message[0] = "* ..."
136
                    message[1] = "* My whole life..."
137
                    message[2] = "* My whole life I was#  taught that humans are#  the enemy."
138
                    message[3] = "* And... it looks like#  they were right."
139
                    message[4] = "* But even with that#  prejudice drilled into#  my mind..."
140
                    message[5] = "* I think I... I sense#  better in you."
141
                    prt[0] = 315
142
                    prt[1] = 315
143
                    prt[2] = 336
144
                    prt[3] = 336
145
                    prt[4] = 317
146
                    prt[5] = 329
147
                    break
148
            }
149
150
        }
151
        break
152
    case 15:
153
        if (text_var == 3)
154
            cutscene_advance(19)
155
        else
156
            cutscene_wait(0.5)
157
        break
158
    case 16:
159
        cutscene_npc_direction(obj_martlet_npc, "down")
160
        break
161
    case 17:
162
        cutscene_wait(1)
163
        break
164
    case 18:
165
        cutscene_dialogue()
166
        with (msg)
167
        {
168
            talker[0] = 1164
169
            switch text_var
170
            {
171
                case 0:
172
                    message[0] = "* Look, I haven't been#  100% honest with you..."
173
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy."
174
                    message[2] = "* But you... you never#  really came across as#  such. "
175
                    message[3] = "* Though..."
176
                    message[4] = "* During our journey, I#  did sense a faint,#  alarming aura in you."
177
                    prt[0] = 317
178
                    prt[1] = 329
179
                    prt[2] = 320
180
                    prt[3] = 329
181
                    prt[4] = 317
182
                    break
183
                case 1:
184
                    message[0] = "* Look, I haven't been#  100% honest with you..."
185
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy."
186
                    message[2] = "* And I'll admit, you're#  not shy about defending#  yourself."
187
                    message[3] = "* During our journey, I#  sensed an alarming aura#  in you."
188
                    prt[0] = 317
189
                    prt[1] = 329
190
                    prt[2] = 338
191
                    prt[3] = 321
192
                    break
193
                case 2:
194
                    message[0] = "* Look, I haven't been#  100% honest with you..."
195
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy."
196
                    message[2] = "* And... maybe they were#  right."
197
                    message[3] = "* I've been trying my#  best to act nice but..."
198
                    message[4] = "* ...for a while now I've#  sensed an alarming aura#  in you."
199
                    prt[0] = 321
200
                    prt[1] = 321
201
                    prt[2] = 338
202
                    prt[3] = 338
203
                    prt[4] = 317
204
                    break
205
            }
206
207
        }
208
        break
209
    case 19:
210
        cutscene_wait(0.5)
211
        break
212
    case 20:
213
        cutscene_npc_action_sprite(1164, 225, 1, true, 0)
214
        break
215
    case 21:
216
        cutscene_dialogue()
217
        with (msg)
218
        {
219
            talker[0] = 1164
220
            switch text_var
221
            {
222
                case 0:
223
                    message[0] = "* I had this backup plan#  in case you started a#  rampage but..."
224
                    message[1] = "* ...you never did."
225
                    prt[0] = 317
226
                    prt[1] = 329
227
                    break
228
                case 1:
229
                    message[0] = "* I had this backup plan#  in case you started a#  rampage but..."
230
                    message[1] = "* ...thankfully, you#  never did."
231
                    prt[0] = 317
232
                    prt[1] = 329
233
                    break
234
                case 2:
235
                    message[0] = "* I had this plan to stop#  your violence if needed.#  "
236
                    message[1] = "* I'm..."
237
                    message[2] = "* ...I'm not sure if I#  should..."
238
                    message[3] = "* ..."
239
                    prt[0] = 317
240
                    prt[1] = 338
241
                    prt[2] = 329
242
                    prt[3] = 317
243
                    break
244
                case 3:
245
                    message[0] = "* I had this plan to stop#  your rampage but..."
246
                    message[1] = "* ...I'm not sure if I#  should..."
247
                    message[2] = "* ..."
248
                    prt[0] = 321
249
                    prt[1] = 338
250
                    prt[2] = 329
251
                    break
252
            }
253
254
        }
255
        break
256
    case 22:
257
        syringe_noloop = false
258
        if (text_var == 2)
259
            cutscene_wait(1)
260
        else
261
            cutscene_wait(0.25)
262
        break
263
    case 23:
264
        if cutscene_npc_action_sprite(1164, 3670, 1, true, 0)
265
        {
266
            obj_martlet_npc.action_sprite = false
267
            if (text_var != 3)
268
                cutscene_music_start(296)
269
            cutscene_advance(24)
270
        }
271
        if (syringe_noloop == false && obj_martlet_npc.image_index >= 8)
272
        {
273
            syringe_noloop = true
274
            instance_create_depth((obj_martlet_npc.x - 12), (obj_martlet_npc.y - 22), 150, obj_hotland_roof_syringe)
275
        }
276
        break
277
    case 24:
278
        cutscene_wait(0.5)
279
        break
280
    case 25:
281
        cutscene_dialogue()
282
        with (msg)
283
        {
284
            talker[0] = 1164
285
            switch text_var
286
            {
287
                case 0:
288
                    message[0] = "* Phew... that feels#  liberating."
289
                    message[1] = "* I'm so sorry for keeping#  that from you. You're a#  good kid."
290
                    message[2] = "* Even so, there's another#  problem..."
291
                    message[3] = "* I don't think ASGORE#  would agree."
292
                    message[4] = "* You see, he needs seven#  human SOULs to destroy#  the barrier."
293
                    message[5] = "* So far he's collected#  five and he might try#  for another..."
294
                    message[6] = "* Now that we're this#  close..."
295
                    message[7] = "* I'm afraid there isn't a#  peaceful way of#  confronting him."
296
                    message[8] = "* I'm sorry."
297
                    prt[0] = 320
298
                    prt[1] = 320
299
                    prt[2] = 315
300
                    prt[3] = 317
301
                    prt[4] = 338
302
                    prt[5] = 321
303
                    prt[6] = 322
304
                    prt[7] = 315
305
                    prt[8] = 315
306
                    if (message_current == 7)
307
                        obj_martlet_npc.npc_direction = "up"
308
                    break
309
                case 1:
310
                    message[0] = "* Phew... that feels#  liberating."
311
                    message[1] = "* I'm sorry for keeping#  that from you but you#  know how things are..."
312
                    message[2] = "* Even so, there's#  another problem..."
313
                    message[3] = "* ASGORE needs seven#  human SOULs to destroy#  the barrier."
314
                    message[4] = "* So far he's collected#  five and I fear he'd try#  for another..."
315
                    message[5] = "* You might fight back#  and well..."
316
                    prt[0] = 320
317
                    prt[1] = 317
318
                    prt[2] = 338
319
                    prt[3] = 338
320
                    prt[4] = 321
321
                    prt[5] = 329
322
                    break
323
                case 2:
324
                    message[0] = "* I just... can't do it."
325
                    message[1] = "* You're a good kid deep#  down, I'm sure of it..."
326
                    message[2] = "* But truthfully, I can't#  allow you to visit#  ASGORE."
327
                    message[3] = "* He only needs seven#  human SOULs to destroy#  the barrier."
328
                    message[4] = "* So far he's collected#  five and I know he'd try#  for another."
329
                    message[5] = "* You would fight back#  and well..."
330
                    prt[0] = 317
331
                    prt[1] = 317
332
                    prt[2] = 338
333
                    prt[3] = 338
334
                    prt[4] = 321
335
                    prt[5] = 321
336
                    break
337
                case 3:
338
                    message[0] = "* I just... can't do it."
339
                    message[1] = "* Gosh, I must be crazy!"
340
                    message[2] = "* ..."
341
                    message[3] = "* If you're going to#  shoot me, do it now."
342
                    message[4] = "* You'll never get past#  ASGORE."
343
                    message[5] = "* He's our only guiding#  light and not one to be#  snuffed out."
344
                    message[6] = "* So go ahead... Mark#  your tally."
345
                    message[7] = "* ..."
346
                    prt[0] = 329
347
                    prt[1] = 338
348
                    prt[2] = 329
349
                    prt[3] = 321
350
                    prt[4] = 321
351
                    prt[5] = 321
352
                    prt[6] = 321
353
                    prt[7] = 321
354
                    break
355
            }
356
357
        }
358
        break
359
    case 26:
360
        cutscene_wait(1)
361
        break
362
    case 27:
363
        cutscene_dialogue()
364
        with (msg)
365
        {
366
            talker[0] = 1164
367
            switch text_var
368
            {
369
                case 0:
370
                    message[0] = "* ..."
371
                    message[1] = "* I know this isn't the#  path you intended but..."
372
                    message[2] = "* Let's... put all this#  behind us."
373
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood!"
374
                    message[4] = "* I'll teach you#  craftsmanship..."
375
                    message[5] = "* And you can teach me#  marksmanship!"
376
                    message[6] = "* You don't deserve to die#  this young."
377
                    message[7] = "* ..."
378
                    message[8] = "* What do you say?"
379
                    prt[0] = 329
380
                    prt[1] = 317
381
                    prt[2] = 317
382
                    prt[3] = 320
383
                    prt[4] = 312
384
                    prt[5] = 312
385
                    prt[6] = 320
386
                    prt[7] = 329
387
                    prt[8] = 320
388
                    ch_msg = 8
389
                    ch[1] = "Sounds good"
390
                    ch[2] = "...Okay"
391
                    message[9] = "* Really???"
392
                    message[10] = "* Wow! We are going to#  have so much fun!"
393
                    message[11] = "* I promise this is the#  best outcome for both of#  us."
394
                    message[12] = "* Well, \"roommate,\" let's#  go to Snowdin!"
395
                    prt[9] = 330
396
                    prt[10] = 312
397
                    prt[11] = 318
398
                    prt[12] = 312
399
                    if (message_current == 1)
400
                        obj_martlet_npc.npc_direction = "down"
401
                    if (message_current >= 7)
402
                        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)
403
                    break
404
                case 1:
405
                    message[0] = "* ..."
406
                    message[1] = "* I know this isn't the#  path you intended but..."
407
                    message[2] = "* Let's... put all this#  behind us. End the#  conflict."
408
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood."
409
                    message[4] = "* You don't deserve to#  die this young."
410
                    message[5] = "* ..."
411
                    message[6] = "* What do you say?"
412
                    prt[0] = 338
413
                    prt[1] = 321
414
                    prt[2] = 320
415
                    prt[3] = 320
416
                    prt[4] = 329
417
                    prt[5] = 317
418
                    prt[6] = 320
419
                    ch_msg = 6
420
                    ch[1] = "Wouldn't\nhurt"
421
                    ch[2] = "...Okay"
422
                    message[7] = "* Thanks a bunch, Clover!"
423
                    message[8] = "* ..."
424
                    message[9] = "* Hey, smile a little!#  This is a new beginning!"
425
                    message[10] = "* C'mon, \"roommate\",#  let's go to Snowdin!"
426
                    prt[7] = 320
427
                    prt[8] = 320
428
                    prt[9] = 312
429
                    prt[10] = 328
430
                    if (message_current == 1)
431
                        obj_martlet_npc.npc_direction = "down"
432
                    if (message_current >= 5)
433
                        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)
434
                    break
435
                case 2:
436
                    message[0] = "* ..."
437
                    message[1] = "* I'm not certain this is#  the right decision#  but..."
438
                    message[2] = "* Let's... put all this#  behind us. End the#  conflict."
439
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood."
440
                    message[4] = "* You've gone through so#  much. More than any#  child should."
441
                    message[5] = "* I believe you can#  change for the better."
442
                    message[6] = "* ..."
443
                    message[7] = "* What do you say?"
444
                    prt[0] = 321
445
                    prt[1] = 338
446
                    prt[2] = 320
447
                    prt[3] = 320
448
                    prt[4] = 317
449
                    prt[5] = 320
450
                    prt[6] = 329
451
                    prt[7] = 320
452
                    ch_msg = 7
453
                    ch[1] = "..."
454
                    ch[2] = "...Okay"
455
                    if (outcome == 1)
456
                    {
457
                        message[8] = "* I understand if you're#  hesitant but please...#  trust me..."
458
                        prt[8] = 320
459
                    }
460
                    if (outcome == 2)
461
                    {
462
                        message[8] = "* Thank you, Clover."
463
                        prt[8] = 320
464
                    }
465
                    message[9] = "* This is the best#  outcome for everyone."
466
                    message[10] = "* ..."
467
                    message[11] = "* Well, \"roommate\", let's#  go to Snowdin."
468
                    prt[9] = 320
469
                    prt[10] = 338
470
                    prt[11] = 328
471
                    if (message_current == 1)
472
                        obj_martlet_npc.npc_direction = "down"
473
                    if (message_current >= 6)
474
                        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)
475
                    break
476
                case 3:
477
                    message[0] = "* ..."
478
                    message[1] = "* You're... not attacking#  me...?"
479
                    message[2] = "* Okay..."
480
                    message[3] = "* ..."
481
                    message[4] = "* I'm not certain this is#  the right decision#  but..."
482
                    message[5] = "* Let's... put all this#  behind us. End the#  conflict."
483
                    message[6] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood."
484
                    message[7] = "* You've gone through so#  much. More than any#  child should."
485
                    message[8] = "* I think... I hope...#  you can change for the#  better."
486
                    message[9] = "* ..."
487
                    message[10] = "* ...What do you say?"
488
                    prt[0] = 321
489
                    prt[1] = 317
490
                    prt[2] = 317
491
                    prt[3] = 329
492
                    prt[4] = 329
493
                    prt[5] = 317
494
                    prt[6] = 317
495
                    prt[7] = 329
496
                    prt[8] = 320
497
                    prt[9] = 329
498
                    prt[10] = 320
499
                    ch_msg = 10
500
                    ch[1] = "..."
501
                    ch[2] = "...Okay"
502
                    if (outcome == 1)
503
                    {
504
                        message[11] = "* I understand if you're#  hesitant but please...#  trust me..."
505
                        prt[11] = 320
506
                    }
507
                    if (outcome == 2)
508
                    {
509
                        message[11] = "* Thank you, Clover."
510
                        prt[11] = 320
511
                    }
512
                    message[12] = "* This is the best#  outcome for everyone."
513
                    message[13] = "* ..."
514
                    message[14] = "* Well... let's go to#  Snowdin."
515
                    prt[12] = 320
516
                    prt[13] = 338
517
                    prt[14] = 328
518
                    if (message_current == 1)
519
                        obj_martlet_npc.npc_direction = "down"
520
                    if (message_current >= 9)
521
                        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)
522
                    break
523
            }
524
525
        }
526
        break
527
    case 28:
528
        cutscene_npc_walk_relative(1164, 0, 20, 1, "y", "down")
529
        break
530
    case 29:
531
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y, obj_hotland_roof_martlet_vine)
532
        break
533
    case 30:
534
        break
535
    case 31:
536
        cutscene_wait(1)
537
        break
538
    case 32:
539
        cutscene_dialogue_dark()
540
        with (msg)
541
        {
542
            sndfnt = 102
543
            switch text_var
544
            {
545
                case 0:
546
                case 1:
547
                    message[0] = "  W-What is this?"
548
                    message[1] = "  Clover...?"
549
                    message[2] = "  W-Why would you..."
550
                    break
551
                case 2:
552
                case 3:
553
                    message[0] = "  W-What is this?"
554
                    message[1] = "  Clover...?"
555
                    message[2] = "  I should've k-known..."
556
                    break
557
            }
558
559
        }
560
        break
561
    case 33:
562
        obj_hotland_roof_martlet_vine.scene++
563
        cutscene_advance()
564
        break
565
    case 34:
566
        break
567
    case 35:
568
        cutscene_wait(1.5)
569
        break
570
    case 36:
571
        cutscene_music_start(38)
572
        break
573
    case 37:
574
        if cutscene_dialogue()
575
        {
576
            if abandoned_geno
577
                instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop)
578
        }
579
        if (abandoned_geno == false)
580
        {
581
            with (msg)
582
            {
583
                var message_insert = 2
584
                talker[0] = 3194
585
                message[0] = "* You gotta be kidding me!"
586
                message[1] = "* I just knew something#  like this would happen!"
587
                prt[0] = 351
588
                prt[1] = 351
589
                if (global.save_count > 0)
590
                {
591
                    message_insert = 2
592
                    message[2] = "* And after all we've been#  through..."
593
                    prt[2] = 356
594
                }
595
                else
596
                {
597
                    message_insert = 4
598
                    message[2] = "* Our friendship was#  always one sided, wasn't#  it?"
599
                    message[3] = "* After all, you never#  bothered to save even#  ONCE!"
600
                    message[4] = "* Still..."
601
                    prt[2] = 3382
602
                    prt[3] = 3382
603
                    prt[4] = 351
604
                }
605
                message[(message_insert + 1)] = "* I tried for so long."
606
                message[(message_insert + 2)] = "* I tried to uphold a#  friendly persona but#  wow..."
607
                message[(message_insert + 3)] = "* You really brought me to#  my limit!"
608
                message[(message_insert + 4)] = "* Though, I gotta say, it#  did feel good to finally#  SNAP, ya know?"
609
                message[(message_insert + 5)] = "* She never saw it coming!"
610
                message[(message_insert + 6)] = "* Best of all, she thought#  YOU betrayed her in the#  end!"
611
                message[(message_insert + 7)] = "* What an IDIOT!"
612
                message[(message_insert + 8)] = "* I bet she even-   "
613
                prt[(message_insert + 1)] = 351
614
                prt[(message_insert + 2)] = 351
615
                prt[(message_insert + 3)] = 351
616
                prt[(message_insert + 4)] = 2165
617
                prt[(message_insert + 5)] = 3789
618
                prt[(message_insert + 6)] = 2165
619
                prt[(message_insert + 7)] = 2165
620
                prt[(message_insert + 8)] = 349
621
                sndfnt_array[0] = 96
622
                sndfnt_array[(message_insert + 4)] = 664
623
                sndfnt_array[(message_insert + 8)] = 96
624
                if (message_current == (message_insert + 8))
625
                {
626
                    if (cutoff >= string_length(message[message_current]))
627
                    {
628
                        instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop)
629
                        instance_destroy()
630
                        global.dialogue_open = false
631
                        other.scene++
632
                    }
633
                    skippable = false
634
                }
635
            }
636
        }
637
        else
638
        {
639
            with (msg)
640
            {
641
                talker[0] = 3194
642
                message[0] = "* Oops! Got to her first!"
643
                message[1] = "* Though I must say..."
644
                message[2] = "* The whole “false sense#  of security” bit? Very#  clever."
645
                message[3] = "* ..."
646
                message[4] = "* No way..."
647
                message[5] = "* Don't tell me you were#  ACTUALLY trying to turn#  this around."
648
                message[6] = "* After what you did to#  all those poor monsters?"
649
                message[7] = "* Hahahaha!!!"
650
                message[8] = "* That's just too funny!"
651
                message[9] = "* I don't care how#  mind-numbingly#  sympathetic she was..."
652
                message[10] = "* There is no ticket to#  redemption for your#  actions."
653
                message[11] = "* ...Oh, right!"
654
                message[12] = "* Surprise! I betrayed#  you!"
655
                message[13] = "* Real sorry, but hey,#  thanks for abandoning#  your rampage!"
656
                message[14] = "* You were gettin' pretty#  strong for a second#  there."
657
                message[15] = "* I'm not usually the#  worrying type but whew!"
658
                message[16] = "* Dodged a bullet! Haha!"
659
                prt[0] = 349
660
                prt[1] = 353
661
                prt[2] = 349
662
                prt[3] = 348
663
                prt[4] = 352
664
                prt[5] = 357
665
                prt[6] = 353
666
                prt[7] = 3738
667
                prt[8] = 3148
668
                prt[9] = 347
669
                prt[10] = 348
670
                prt[11] = 348
671
                prt[12] = 349
672
                prt[13] = 347
673
                prt[14] = 3251
674
                prt[15] = 354
675
                prt[16] = 357
676
                sndfnt = 96
677
            }
678
        }
679
        break
680
    case 38:
681
        cutscene_advance()
682
        break
683
    case 39:
684
        if (!instance_exists(obj_heart_initiate_battle_flowey_rooftop))
685
            cutscene_advance()
686
        break
687
    case 40:
688
        audio_play_sound(snd_fail, 1, 0)
689
        cutscene_instance_create(0, 0, obj_rooftop_resettext)
690
        instance_create(0, 0, obj_flowey_battle_screen_glitch_fight)
691
        break
692
    case 41:
693
        cutscene_wait(1)
694
        break
695
    case 42:
696
        cutscene_dialogue()
697
        with (msg)
698
        {
699
            talker[0] = 3194
700
            if (abandoned_geno == false)
701
            {
702
                message[0] = "* Nuh-uh-uh!"
703
                message[1] = "* Trigger-happy are we?"
704
                message[2] = "* I think you forgot who's#  in charge here."
705
                prt[0] = 3251
706
                prt[1] = 349
707
                prt[2] = 349
708
            }
709
            else
710
            {
711
                message[0] = "* Whoa! Make that two!"
712
                message[1] = "* Trigger-happy are we?"
713
                message[2] = "* I think you forgot#  who's in charge here."
714
                prt[0] = 347
715
                prt[1] = 348
716
                prt[2] = 349
717
            }
718
        }
719
        break
720
    case 43:
721
        var xx = obj_pl.x
722
        var yy = obj_pl.y
723
        var offset = 14
724
        audio_play_sound(snd_undertale_appear, 1, 0)
725
        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)
726
        instance_create_depth((xx - offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets)
727
        instance_create_depth((xx - offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets)
728
        instance_create_depth(xx, (yy - offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets)
729
        instance_create_depth((xx + offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets)
730
        instance_create_depth((xx + offset * 1.5), yy, (depth - 2), obj_hotland_roof_flowey_pellets)
731
        instance_create_depth((xx + offset), (yy - offset), (depth - 2), obj_hotland_roof_flowey_pellets)
732
        instance_create_depth(xx, (yy + offset * 1.5), (depth - 2), obj_hotland_roof_flowey_pellets)
733
        instance_create_depth((xx - offset), (yy + offset), (depth - 2), obj_hotland_roof_flowey_pellets)
734
        cutscene_advance()
735
        break
736
    case 44:
737
        cutscene_wait(1)
738
        break
739
    case 45:
740
        cutscene_dialogue()
741
        with (msg)
742
        {
743
            talker[0] = 3194
744
            message[0] = "* We had a nice run,#  didn't we?"
745
            prt[0] = 348
746
        }
747
        break
748
    case 46:
749
        with (obj_hotland_roof_flowey_pellets)
750
            scene = 1
751
        cutscene_advance()
752
        break
753
    case 47:
754
        cutscene_wait(1.5)
755
        break
756
    case 48:
757
        cutscene_dialogue()
758
        with (msg)
759
        {
760
            talker[0] = 3194
761
            message[0] = "* Too bad I won't#  miss it."
762
            prt[0] = 2165
763
            sndfnt = 664
764
        }
765
        break
766
    case 49:
767
        if cutscene_npc_action_sprite(3194, 3150, 1, true, 1)
768
        {
769
            obj_flowey_npc.action_sprite_stop = false
770
            obj_flowey_npc.action_sprite = true
771
            obj_flowey_npc.sprite_index = spr_flowey_laughs
772
            obj_flowey_npc.image_speed = 1
773
            obj_flowey_npc.image_index = 0
774
            obj_player_npc.xstart = obj_player_npc.x
775
            obj_player_npc.ystart = obj_player_npc.y
776
            clover_shake = true
777
            audio_play_sound(snd_flowey_laugh, 1, 0)
778
            alarm[0] = 15
alarm[0]

audio_play_sound(mus_missing_inaction, 1, 0) with (obj_hotland_roof_flowey_pellets) scene = 4
779
        }
780
        break
781
    case 50:
782
        obj_player_npc.npc_dynamic_depth = false
783
        obj_player_npc.depth = depth - 1
784
        obj_flowey_npc.npc_dynamic_depth = false
785
        obj_flowey_npc.depth = depth - 1
786
        if (!instance_exists(obj_hotland_roof_flowey_pellets))
787
        {
788
            instance_destroy(obj_player_npc)
789
            obj_pl.image_alpha = 0
790
            obj_flowey_npc.image_alpha = 0
791
            var heart = instance_create_depth(obj_pl.x, obj_pl.y, -10000, obj_heart_flowey_rooftop)
792
            heart.image_alpha = 0
793
            audio_play_sound(snd_hurt, 1, 0)
794
            cutscene_advance()
795
        }
796
        else if (instance_exists(obj_hotland_roof_flowey_pellets) && obj_hotland_roof_flowey_pellets.scene >= 4)
797
        {
798
            if (draw_alpha < 0.99)
799
                draw_alpha = lerp(draw_alpha, 1, 0.04)
800
            else
801
                draw_alpha = 1
802
        }
803
        break
804
    case 51:
805
        if cutscene_wait(2)
806
        {
807
            if (!texture_is_ready("BattleHotlandFloweyPhase1"))
808
                texture_prefetch("BattleHotlandFloweyPhase1")
809
        }
810
        break
811
    case 52:
812
        if (obj_heart_flowey_rooftop.image_alpha < 0.99)
813
            obj_heart_flowey_rooftop.image_alpha += 0.05
814
        else
815
            cutscene_advance()
816
        break
817
    case 53:
818
        cutscene_wait(3.5)
819
        break
820
    case 54:
821
        if (obj_flowey_npc.image_alpha >= 1)
822
            cutscene_wait(1.5)
823
        else
824
            obj_flowey_npc.image_alpha += 0.05
825
        break
826
    case 55:
827
        obj_heart_flowey_rooftop.waiter = 1
828
        instance_create_depth((obj_flowey_npc.x - 1), (obj_flowey_npc.y + 9), (obj_flowey_npc.depth - 10001), obj_hotland_roof_soul_grab)
829
        cutscene_advance()
830
        break
831
    case 56:
832
        var img_index = obj_hotland_roof_soul_grab.image_index
833
        if (img_index >= 15)
834
            obj_heart_flowey_rooftop.image_alpha = 0
835
        if (img_index >= 19)
836
            draw_alpha_white = (img_index - 19) / (obj_hotland_roof_soul_grab.image_number - 1 - 19)
837
        if (img_index >= (obj_hotland_roof_soul_grab.image_number - 1))
838
        {
839
            obj_hotland_roof_soul_grab.image_speed = 0
840
            cutscene_advance()
841
        }
842
        break
843
    case 57:
844
        instance_destroy(obj_flowey_npc)
845
        instance_destroy(obj_hotland_roof_soul_grab)
846
        global.hotland_flag[12] = 1
847
        scr_savegame
scr_savegame

function scr_savegame() //gml_Script_scr_savegame { if file_exists("Save.sav") file_delete("Save.sav") ini_open("Save.sav") var SavedRoom = room_get_name(room) ini_write_string("Save1", "room", SavedRoom) ini_write_real("Save1", "pX", obj_pl.x) ini_write_real("Save1", "pY", obj_pl.y) ini_write_real("Save1", "dir", obj_pl.direction) SavedRoom = room ini_write_real("Save1", "HP", global.current_hp_self) ini_write_real("Save1", "MAXHP", global.max_hp_self) ini_write_real("Save1", "PP", global.current_pp_self) ini_write_real("Save1", "MAXPP", global.max_pp_self) ini_write_real("Save1", "SP", global.current_sp_self) ini_write_real("Save1", "MAXSP", global.max_sp_self) ini_write_real("Save1", "RP", global.current_rp_self) ini_write_real("Save1", "MAXRP", global.max_rp_self) ini_write_real("Save1", "AT - Primary", global.player_attack) ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) ini_write_real("Save1", "DFP", global.player_defense) ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) ini_write_real("Save1", "LV", global.player_level) ini_write_real("Save1", "EXP", global.player_exp) ini_write_real("Save1", "Gold", global.player_gold) ini_write_string("Save1", "Armor", global.player_armor) ini_write_string("Save1", "Weapon", global.player_weapon) ini_write_string("Save1", "Ammo", global.player_weapon_modifier) ini_write_string("Save1", "Accessory", global.player_armor_modifier) ini_write_string("Save1", "rmName", global.saveroom) ini_write_string("Save1", "playerSprite", global.player_sprites) ini_write_real("Save1", "playerCanRun", global.player_can_run) if (global.party_member == noone) ini_write_string("Save1", "Follower", "noone") else ini_write_string("Save1", "Follower", object_get_name(global.party_member)) ini_write_real("Save1", "Satchel", global.player_has_satchel) ini_write_real("Save1", "FTravel", global.player_can_travel) scr_determine_playtime() ini_write_real("Playtime", "Seconds", global.elapsed_seconds) var ds_list_encounters = ds_list_write(global.encounter_list) ini_write_string("Encounters", "0", ds_list_encounters) var ds_list_steal = ds_list_write(global.steal_list) ini_write_string("Steal", "0", ds_list_steal) var ds_list_fasttravel = ds_list_write(global.fast_travel_list) ini_write_string("FastTravel", "0", ds_list_fasttravel) var inv1 = global.item_slot[1] ini_write_string("Items", "00", global.item_slot[1]) ini_write_string("Items", "01", global.item_slot[2]) ini_write_string("Items", "02", global.item_slot[3]) ini_write_string("Items", "03", global.item_slot[4]) ini_write_string("Items", "04", global.item_slot[5]) ini_write_string("Items", "05", global.item_slot[6]) ini_write_string("Items", "06", global.item_slot[7]) ini_write_string("Items", "07", global.item_slot[8]) var ds_list_string = ds_list_write(global.box_slot_list) ini_write_string("DBox", "0", ds_list_string) ini_write_real("Misc", "01", global.tinypuzzle) for (var i = 0; i < array_length_1d(global.ruins_flag); i++) ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]) for (i = 0; i < array_length_1d(global.flag); i++) ini_write_real("Flags", string(i), global.flag[i]) for (i = 0; i < array_length_1d(global.snowdin_flag); i++) ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag); i++) ini_write_real("DunesFlags", string(i), global.dunes_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++) ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]) for (i = 0; i < array_length_1d(global.sworks_flag); i++) ini_write_real("SworksFlags", string(i), global.sworks_flag[i]) ini_write_string("SworksFlags", "code", global.factory_code) ds_list_string = ds_list_write(global.factory_code_2) ini_write_string("SworksFlags", "code2", ds_list_string) ini_write_string("SworksFlags", "code3", global.factory_code_3) ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count) for (i = 0; i < global.sworks_robot_count; i++) { ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]) ini_write_real("RbX", string(i), global.sworks_robot_x[i]) ini_write_real("RbY", string(i), global.sworks_robot_y[i]) ini_write_real("RbD", string(i), global.sworks_robot_depth[i]) ini_write_real("RbS", string(i), global.sworks_robot_scale[i]) ini_write_real("RbA", string(i), global.sworks_robot_angle[i]) } ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)) for (i = 0; i < array_length_1d(global.item_stock); i++) ini_write_real("ItemStock", string(i), global.item_stock[i]) for (i = 0; i < array_length_1d(global.hotland_flag); i++) ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]) for (i = 0; i < array_length_1d(global.flowey_flag); i++) ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]) ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number) ini_write_real("FloweyFlags", "savecount", global.save_count) for (i = 0; i < array_length_1d(global.extra_flag); i++) ini_write_real("ExtraFlags", string(i), global.extra_flag[i]) for (i = 0; i < array_length_1d(global.mail_flag); i++) ini_write_real("MailFlags", string(i), global.mail_flag[i]) ds_list_string = ds_list_write(global.mail_list) ini_write_string("Mail", "0", ds_list_string) ds_list_string = ds_list_write(global.mail_unclaimed_list) ...
()
848
        cutscene_advance()
849
        break
850
    case 58:
851
        cutscene_wait(3)
852
        break
853
    case 59:
854
        draw_alpha_white = lerp(draw_alpha_white, 0, 0.05)
855
        if (draw_alpha_white < 0.01)
856
        {
857
            draw_alpha_white = 0
858
            cutscene_advance()
859
        }
860
        break
861
    case 60:
862
        cutscene_wait(1)
863
        if (!instance_exists(obj_player_npc))
864
        {
865
            instance_create_depth(205, (camera_get_view_y(view_camera[0]) + 140), obj_pl.depth, obj_player_npc)
866
            obj_player_npc.image_alpha = 0
867
        }
868
        break
869
    case 61:
870
        draw_clover_yellow_alpha = lerp(draw_clover_yellow_alpha, 1, 0.03)
871
        if (draw_clover_yellow_alpha > 0.99)
872
        {
873
            draw_clover_yellow_alpha = 1
874
            cutscene_advance()
875
        }
876
        break
877
    case 62:
878
        cutscene_wait(1)
879
        break
880
    case 63:
881
        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)
882
        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)
883
        cutscene_advance()
884
        noise_pop = 0
885
        break
886
    case 64:
887
        cutscene_wait(1)
888
        break
889
    case 65:
890
        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)
891
        obj_flowey_rooftop_big.image_alpha = 0
892
        cutscene_advance()
893
        break
894
    case 66:
895
        with (obj_player_npc)
896
        {
897
            if (y < (camera_get_view_y(view_camera[0]) + 180))
898
                y += 5
899
            else
900
            {
901
                with (other)
902
                    scene = 67
903
            }
904
        }
905
        break
906
    case 67:
907
        cutscene_wait(0.5)
908
        break
909
    case 68:
910
        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)
911
        obj_flowey_rooftop_big.y = noise.y
912
        obj_flowey_rooftop_big.image_alpha = 1
913
        cutscene_advance()
914
        break
915
    case 69:
916
        cutscene_wait(0.5)
917
        break
918
    case 70:
919
        cutscene_music_start(620)
920
        break
921
    case 71:
922
        if (!instance_exists(obj_dialogue_flowey_alone))
923
            msg = instance_create(x, y, obj_dialogue_flowey_alone)
924
        if (!global.dialogue_open)
925
        {
926
            cutscene_advance()
927
            return true;
928
        }
929
        with (msg)
930
        {
931
            sndfnt = 96
932
            message[0] = "* MMMmm I shoulda done this#  earlier, huh!"
933
            message[1] = "* Oh?"
934
            message[2] = "* You're still holding on? So#  stubborn!"
935
            message[3] = "* Lighten up a little, pal!"
936
            message[4] = "* You do know this didn't have to#  happen, right?"
937
            message[5] = "* We had a plan. A simple one."
938
            message[6] = "* Go. To. ASGORE."
939
            message[7] = "* But I guess you're too stupid#  to follow directions."
940
            message[8] = "* Don't know why I thought this#  would end any differently..."
941
            if (global.meta_flowey_fight_count == 0)
942
            {
943
                message[9] = "* You've always been predictable."
944
                message[10] = "* Oh? What do I mean? Well,#  buddy, let me show you!"
945
            }
946
            else
947
            {
948
                message[9] = "* You've always been#  predictable, heh."
949
                message[10] = "* But enough about YOU."
950
                message[11] = "* I wanna have a little fun#  before I absorb your SOUL for#  good!"
951
            }
952
            switch message_current
953
            {
954
                case 0:
955
                    var flowey_face = spr_flowey_big_smile
956
                    break
957
                case 1:
958
                    flowey_face = spr_flowey_big_unamused
959
                    break
960
                case 2:
961
                    flowey_face = spr_flowey_big_smirk
962
                    break
963
                case 3:
964
                    flowey_face = spr_flowey_big_wink
965
                    break
966
                case 4:
967
                    flowey_face = spr_flowey_big_neutral
968
                    break
969
                case 5:
970
                    flowey_face = spr_flowey_big_neutral
971
                    break
972
                case 6:
973
                    flowey_face = spr_flowey_big_evil
974
                    break
975
                case 7:
976
                    flowey_face = spr_flowey_big_plain
977
                    break
978
                case 8:
979
                    flowey_face = spr_flowey_big_plain
980
                    break
981
                case 9:
982
                    if (global.meta_flowey_fight_count == 0)
983
                        flowey_face = spr_flowey_big_smirk
984
                    else
985
                        flowey_face = spr_flowey_big_smirk
986
                    break
987
                case 10:
988
                    if (global.meta_flowey_fight_count == 0)
989
                        flowey_face = spr_flowey_big_wink
990
                    else
991
                        flowey_face = spr_flowey_big_smile_side
992
                    break
993
                case 11:
994
                    flowey_face = spr_flowey_big_grin
995
                    break
996
                default:
997
                    flowey_face = spr_flowey_big_neutral
998
                    break
999
            }
1000
1001
            switch message_current
1002
            {
1003
                case 4:
1004
                case 6:
1005
                case 7:
1006
                case 10:
1007
                    if (other.noise_pop < message_current)
1008
                    {
1009
                        other.noise_pop = message_current
1010
                        instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise)
1011
                    }
1012
                    break
1013
            }
1014
1015
            if (message_current == 6)
1016
            {
1017
                sndfnt = 664
1018
                shake = true
1019
            }
1020
            else
1021
            {
1022
                sndfnt = 96
1023
                shake = false
1024
            }
1025
        }
1026
        obj_flowey_rooftop_big.sprite_index = flowey_face
1027
        break
1028
    case 72:
1029
        cutscene_wait(0.5)
1030
        break
1031
    case 73:
1032
        if (global.meta_flowey_fight_count > 0)
1033
        {
1034
            var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller)
1035
            controller.scene = 95
1036
            obj_flowey_rooftop_big.persistent = true
1037
            obj_flowey_rooftop_big.image_xscale_base *= 2
1038
            obj_flowey_rooftop_big.image_yscale_base *= 2
1039
            obj_flowey_rooftop_big.x = 320
1040
            obj_flowey_rooftop_big.y = 80
1041
            room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room)
1042
            global.battling_boss = true
1043
            global.battle_start = true
1044
            global.sound_carry_overworld = false
1045
            global.cutscene = true
1046
            global.battle_enemy_name = "flowey"
1047
            obj_pl.image_alpha = 0
1048
            global.player_can_run = true
1049
            instance_destroy()
1050
            return;
1051
        }
1052
        audio_play_sound(mus_cymbal, 10, 0)
1053
        cutscene_advance()
1054
        break
1055
    case 74:
1056
        if (!instance_exists(obj_flowey_rooftop_noise))
1057
        {
1058
            var rand = 50
1059
            if (irandom_range(1, 50) == 1)
1060
                instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise)
1061
        }
1062
        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)
1063
        cutscene_screenshake(999, 1)
1064
        if (draw_alpha_white < 1)
1065
            draw_alpha_white += 0.007
1066
        else
1067
            cutscene_advance()
1068
        break
1069
    case 75:
1070
        cutscene_wait(1)
1071
        break
1072
    case 76:
1073
        cutscene_change_room(222, 184, 651, 0.1)
1074
        break
1075
}
1076
1077
if (scene >= 50 && scene <= 53 && (!audio_is_playing(snd_flowey_laugh)))
1078
{
1079
    if (obj_flowey_npc.sprite_index == spr_flowey_laughs || obj_flowey_npc.sprite_index == spr_flowey_rooftop_grows)
1080
    {
1081
        if cutscene_npc_action_sprite_reverse(3194, 3150, 1, false)
1082
            scene -= 1
1083
    }
1084
}
1085
if (clover_shake == true)
1086
{
1087
    if (!instance_exists(obj_player_npc))
1088
    {
1089
        clover_shake = false
1090
        return;
1091
    }
1092
    obj_player_npc.x = obj_player_npc.xstart
1093
    obj_player_npc.y = obj_player_npc.ystart
1094
    obj_player_npc.x += random_range(-0.5, 0.5)
1095
    obj_player_npc.y += random_range(-0.5, 0.5)
1096
}