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gml_Object_obj_newhome_03_cutscene_postfight_spare_Step_0

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1
if live_call()
2
    return global.live_result;
3
switch scene
4
{
5
    case -1:
6
        cutscene_camera_freeze(163, 240)
7
        break
8
    case 0:
9
        cutscene_wait(1.5)
10
        break
11
    case 1:
12
        cutscene_dialogue()
13
        with (msg)
14
        {
15
            talker[0] = 1169
16
            message[0] = "* You... beat me up#  pretty b-badly, huh?"
17
            prt[0] = 416
18
        }
19
        break
20
    case 2:
21
        cutscene_npc_action_sprite(1169, 693, 1, false)
22
        break
23
    case 3:
24
        cutscene_npc_walk(1169, 190, 297, 2, "x", "up")
25
        break
26
    case 4:
27
        obj_ceroba_npc.image_index = 1
28
        cutscene_dialogue()
29
        with (msg)
30
        {
31
            talker[0] = 1161
32
            talker[1] = 1169
33
            talker[3] = 1161
34
            message[0] = "* S-Star I..."
35
            message[1] = "* Don't sweat it too#  much..."
36
            message[2] = "* I reckon I deserved it#  for the Wild East#  fiasco."
37
            message[3] = "* ..."
38
            prt[0] = 609
39
            prt[1] = 418
40
            prt[2] = 415
41
            prt[3] = 609
42
            if (message_current == 0)
43
            {
44
                skippable = false
45
                message_timer = 15
46
            }
47
            else
48
            {
49
                skippable = true
50
                message_timer = -1
51
            }
52
            if (message_current == 3)
53
                obj_ceroba_npc.image_index = 0
54
        }
55
        break
56
    case 5:
57
        cutscene_npc_action_sprite(1169, 1135, 1, true, 0)
58
        break
59
    case 6:
60
        cutscene_wait(0.5)
61
        break
62
    case 7:
63
        cutscene_dialogue()
64
        with (msg)
65
        {
66
            talker[0] = 1169
67
            talker[2] = 1161
68
            message[0] = "* Heck of a hit though."
69
            message[1] = "* I didn't know you had#  that in you."
70
            message[2] = "* I'm... I'm so sorry."
71
            prt[0] = 407
72
            prt[1] = 417
73
            prt[2] = 609
74
        }
75
        break
76
    case 8:
77
        cutscene_wait(0.5)
78
        break
79
    case 9:
80
        cutscene_npc_action_sprite(1164, 3388, 1, true, 0)
81
        break
82
    case 10:
83
        instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), obj_cutscene_ex)
84
        instance_create(obj_starlo_npc.x, (obj_starlo_npc.y - 40), obj_cutscene_ex)
85
        obj_starlo_npc.action_sprite = false
86
        obj_starlo_npc.npc_direction = "left"
87
        obj_player_npc.npc_direction = "left"
88
        obj_ceroba_npc.image_index = 2
89
        cutscene_sfx_play(snd_encounter, 1)
90
        break
91
    case 11:
92
        cutscene_wait(1)
93
        break
94
    case 12:
95
        with (obj_cutscene_ex)
96
            instance_destroy()
97
        cutscene_dialogue()
98
        with (msg)
99
        {
100
            talker[0] = 1164
101
            message[0] = "* Wh..."
102
            message[1] = "* Where am I...?"
103
            prt[0] = 315
104
            prt[1] = 311
105
        }
106
        break
107
    case 13:
108
        instance_create_depth(65, 255, -500, obj_cutscene_ex)
109
        cutscene_sfx_play(snd_encounter, 0.7)
110
        break
111
    case 14:
112
        if cutscene_npc_action_sprite(1164, 2970, 1, true, 0)
113
            obj_martlet_npc.action_sprite = false
114
        if (obj_martlet_npc.image_index > 9)
115
        {
116
            with (obj_cutscene_ex)
117
                instance_destroy()
118
        }
119
        break
120
    case 15:
121
        cutscene_dialogue()
122
        with (msg)
123
        {
124
            talker[0] = 1164
125
            talker[1] = 1161
126
            talker[5] = 1169
127
            talker[7] = 1164
128
            talker[8] = 1161
129
            message[0] = "* Clover! We gotta get#  out of here!"
130
            message[1] = "* No."
131
            message[2] = "* It's finished."
132
            message[3] = "* Clover... "
133
            message[4] = "* Clover won."
134
            message[5] = "* Y'all had a fight? And#  the deputy won?"
135
            message[6] = "* (My lessons worked...)"
136
            message[7] = "* Wait, how much did I#  miss?"
137
            message[8] = "* I..."
138
            message[9] = "* I don't know what to#  do."
139
            message[10] = "* Apologize, make#  excuses, nothing would#  change reality."
140
            message[11] = "* I've dug a hole far too#  deep to climb out of."
141
            message[12] = "* And for nothing..."
142
            prt[0] = 330
143
            prt[1] = 609
144
            prt[2] = 609
145
            prt[3] = 609
146
            prt[4] = 2987
147
            prt[5] = 404
148
            prt[6] = 415
149
            prt[7] = 311
150
            prt[8] = 2987
151
            prt[9] = 2987
152
            prt[10] = 609
153
            prt[11] = 609
154
            prt[12] = 609
155
            switch message_current
156
            {
157
                case 0:
158
                    message_timer = 15
159
                    skippable = false
160
                    break
161
                case 1:
162
                    obj_martlet_npc.npc_direction = "up"
163
                    obj_starlo_npc.npc_direction = "up"
164
                    obj_player_npc.npc_direction = "up"
165
                    skippable = true
166
                    message_timer = -1
167
                    break
168
                case 4:
169
                    obj_ceroba_npc.image_index = 0
170
                    break
171
                case 5:
172
                    obj_martlet_npc.npc_direction = "right"
173
                    break
174
                case 8:
175
                    obj_martlet_npc.npc_direction = "up"
176
                    break
177
                case 9:
178
                    obj_ceroba_npc.image_index = 1
179
                    break
180
                case 12:
181
                    obj_ceroba_npc.image_index = 0
182
                    break
183
            }
184
185
        }
186
        break
187
    case 16:
188
        cutscene_npc_walk(1164, 133, 298, 3, "x", "up")
189
        break
190
    case 17:
191
        cutscene_wait(1)
192
        break
193
    case 18:
194
        cutscene_music_start(88, 500)
195
        audio_sound_gain(cutscene_music, 0, 0)
196
        audio_sound_gain(cutscene_music, 0.75, 150)
197
    case 19:
198
        cutscene_dialogue()
199
        with (msg)
200
        {
201
            talker[0] = 1169
202
            message[0] = "* Hey..."
203
            message[1] = "* Where was I a few hours#  ago?"
204
            message[2] = "* In this same situation."
205
            message[3] = "* My judgment was clouded#  and I screwed up."
206
            message[4] = "* But you forgave me. The#  four others did as well."
207
            message[5] = "* We've both made poor#  choices, no#  sugar-coating that..."
208
            message[6] = "* But there is hope. At#  least... I believe there#  is."
209
            prt[0] = 416
210
            prt[1] = 418
211
            prt[2] = 418
212
            prt[3] = 420
213
            prt[4] = 418
214
            prt[5] = 416
215
            prt[6] = 418
216
        }
217
        break
218
    case 20:
219
        cutscene_wait(1)
220
        break
221
    case 21:
222
        cutscene_dialogue()
223
        with (msg)
224
        {
225
            talker[0] = 1164
226
            talker[2] = 1161
227
            message[0] = "* I... can't begin to#  grasp what you've gone#  through..."
228
            message[1] = "* But this was an#  absolutely horrible way#  of dealing with it."
229
            message[2] = "* ..."
230
            prt[0] = 329
231
            prt[1] = 317
232
            prt[2] = 609
233
            switch message_current
234
            {
235
                case 2:
236
                    obj_ceroba_npc.image_index = 1
237
                    break
238
            }
239
240
        }
241
        break
242
    case 22:
243
        cutscene_wait(1)
244
        break
245
    case 23:
246
        cutscene_dialogue()
247
        with (msg)
248
        {
249
            talker[0] = 1164
250
            message[0] = "* You can't change what#  has happened, you're#  right."
251
            message[1] = "* But you can control how#  you live from now on."
252
            message[2] = "* Your actions will mean#  everything."
253
            prt[0] = 338
254
            prt[1] = 321
255
            prt[2] = 321
256
        }
257
        break
258
    case 24:
259
        cutscene_wait(0.5)
260
        break
261
    case 25:
262
        obj_ceroba_npc.image_index = 0
263
        cutscene_advance()
264
        break
265
    case 26:
266
        cutscene_dialogue()
267
        with (msg)
268
        {
269
            talker[0] = 1161
270
            talker[3] = 1164
271
            talker[9] = 1169
272
            talker[12] = 1161
273
            message[0] = "* But..."
274
            message[1] = "* Chujin. His legacy. His#  wish."
275
            message[2] = "* It will never be#  fulfilled."
276
            message[3] = "* Chujin might not have#  been the perfect monster#  I thought he was..."
277
            message[4] = "* But even his darkest#  secrets came from a#  caring place."
278
            message[5] = "* And that right there...#  is his legacy."
279
            message[6] = "* It isn't found in a#  serum to \"save the#  world.\""
280
            message[7] = "* Everyone he helped,#  everything he crafted..."
281
            message[8] = "* That's what matters."
282
            message[9] = "* Martlet's right."
283
            message[10] = "* He made life down here#  bearable for so many."
284
            message[11] = "* And for that, he has my#  respect."
285
            message[12] = "* I... never thought#  about it like that."
286
            message[13] = "* What the hell was I#  thinking?"
287
            message[14] = "* I was so#  tunnel-visioned. So#  lost..."
288
            prt[0] = 609
289
            prt[1] = 2987
290
            prt[2] = 2599
291
            prt[3] = 317
292
            prt[4] = 321
293
            prt[5] = 328
294
            prt[6] = 321
295
            prt[7] = 338
296
            prt[8] = 321
297
            prt[9] = 421
298
            prt[10] = 418
299
            prt[11] = 416
300
            prt[12] = 2987
301
            prt[13] = 2599
302
            prt[14] = 2599
303
        }
304
        break
305
    case 27:
306
        cutscene_npc_walk(1169, 183, 238, 3, "y", "left")
307
        break
308
    case 28:
309
        if cutscene_wait(0.5)
310
            cutscene_advance(28.3)
311
        break
312
    case 28.3:
313
        if cutscene_npc_action_sprite(1161, 928, 1, true, 0)
314
            cutscene_advance(28.6)
315
        break
316
    case 28.6:
317
        if cutscene_wait(1)
318
            cutscene_advance(29)
319
        break
320
    case 29:
321
        obj_starlo_npc.image_alpha = 0
322
        cutscene_npc_action_sprite(1161, 3323, 1, true, 0)
323
        break
324
    case 30:
325
        cutscene_wait(1)
326
        break
327
    case 31:
328
        cutscene_dialogue()
329
        with (msg)
330
        {
331
            talker[0] = 1169
332
            message[0] = "* We can work through#  this."
333
            message[1] = "* We're here for you."
334
            prt[0] = 416
335
            prt[1] = 418
336
        }
337
        break
338
    case 32:
339
        cutscene_wait(0.75)
340
        break
341
    case 33:
342
        cutscene_npc_action_sprite(1161, 3041, 1, true, 0)
343
        if (obj_ceroba_npc.image_index >= 8)
344
        {
345
            cutscene_advance()
346
            obj_ceroba_npc.image_speed = 0
347
        }
348
        break
349
    case 34:
350
        cutscene_wait(1)
351
        break
352
    case 35:
353
        cutscene_dialogue()
354
        with (msg)
355
        {
356
            talker[0] = 1164
357
            talker[5] = 1161
358
            message[0] = "* Now..."
359
            message[1] = "* You should take some#  time to heal. Recoup."
360
            message[2] = "* But... Kanako's#  wellbeing is still a#  valid concern."
361
            message[3] = "* I have connections to#  the Royal Scientist#  so..."
362
            message[4] = "* I'll begin an#  investigation. Try my#  best to help."
363
            message[5] = "* I don't know what to#  say..."
364
            message[6] = "* Thank you, Martlet."
365
            prt[0] = 338
366
            prt[1] = 321
367
            prt[2] = 317
368
            prt[3] = 329
369
            prt[4] = 320
370
            prt[5] = 2987
371
            prt[6] = 609
372
        }
373
        break
374
    case 36:
375
        obj_ceroba_npc.image_speed = 1
376
        cutscene_npc_action_sprite(1161, 3041, 1, true, 0)
377
        break
378
    case 37:
379
        if cutscene_npc_action_sprite(1161, 2850, 1, false, 0)
380
            obj_ceroba_npc.npc_direction = "down"
381
        if (obj_ceroba_npc.image_index > 2)
382
        {
383
            obj_starlo_npc.image_alpha = 1
384
            obj_starlo_npc.npc_direction = "down"
385
            obj_starlo_npc.x = 182
386
            obj_starlo_npc.y = 240
387
        }
388
        break
389
    case 38:
390
        cutscene_npc_walk(1169, 198, 238, 2, "x", "left")
391
        break
392
    case 39:
393
        cutscene_wait(1)
394
        break
395
    case 40:
396
        cutscene_dialogue()
397
        with (msg)
398
        {
399
            talker[0] = 1161
400
            message[0] = "* Clover."
401
            message[1] = "* I owe an apology to#  you, most of all."
402
            message[2] = "* Our time in the#  Steamworks and what I#  said... It wasn't fake."
403
            message[3] = "* It did allow me to#  briefly forget my#  troubles and have fun."
404
            message[4] = "* But my reasoning for#  being there..."
405
            prt[0] = 394
406
            prt[1] = 394
407
            prt[2] = 3757
408
            prt[3] = 394
409
            prt[4] = 2987
410
        }
411
        break
412
    case 41:
413
        if cutscene_npc_walk(1168, 161, 244, 2, "y", "up")
414
            obj_starlo_npc.npc_direction = "left"
415
        break
416
    case 42:
417
        cutscene_wait(0.5)
418
        break
419
    case 43:
420
        cutscene_dialogue()
421
        with (msg)
422
        {
423
            talker[0] = 1161
424
            message[0] = "* I can't begin to "
425
            prt[0] = 2987
426
            message_timer = 5
427
            skippable = false
428
        }
429
        break
430
    case 44:
431
        obj_ceroba_npc.image_alpha = 0
432
        cutscene_npc_action_sprite(1168, 3142, 1, true, 0)
433
        if (obj_player_npc.image_index >= 12)
434
        {
435
            obj_player_npc.image_speed = 0
436
            cutscene_advance(44.5)
437
        }
438
        break
439
    case 44.5:
440
        if cutscene_wait(0.75)
441
            cutscene_advance(45)
442
        break
443
    case 45:
444
        cutscene_dialogue()
445
        with (msg)
446
        {
447
            talker[0] = 1161
448
            message[0] = "* W-Why?"
449
            message[1] = "* I mean..."
450
            prt[0] = 393
451
            prt[1] = 2987
452
        }
453
        break
454
    case 46:
455
        obj_player_npc.image_speed = 1
456
        cutscene_npc_action_sprite(1168, 3142, 1, true, 0)
457
        break
458
    case 47:
459
        cutscene_wait(1.5)
460
        break
461
    case 48:
462
        cutscene_dialogue()
463
        with (msg)
464
        {
465
            talker[0] = 1161
466
            talker[1] = 1169
467
            message[0] = "* ...Thank you."
468
            message[1] = "* I'm gonna cry."
469
            prt[0] = 609
470
            prt[1] = 410
471
            if (message_current == 1)
472
                obj_starlo_npc.npc_direction = "right"
473
        }
474
        break
475
    case 49:
476
        obj_starlo_npc.npc_direction = "left"
477
        cutscene_wait(1)
478
        break
479
    case 50:
480
        if cutscene_npc_action_sprite(1168, 1985, 1, true, 0)
481
        {
482
            obj_ceroba_npc.image_alpha = 1
483
            obj_player_npc.action_sprite = false
484
        }
485
        break
486
    case 51:
487
        cutscene_wait(0.5)
488
        break
489
    case 52:
490
        cutscene_npc_walk(1168, 161, 298, 3, "y", "up")
491
        break
492
    case 53:
493
        cutscene_audio_fade(cutscene_music, 0, 1000, 0.1, false, true)
494
        break
495
    case 54:
496
        obj_martlet_npc.npc_direction = "right"
497
        obj_player_npc.npc_direction = "left"
498
        obj_starlo_npc.npc_direction = "down"
499
        cutscene_dialogue()
500
        with (msg)
501
        {
502
            talker[0] = 1164
503
            message[0] = "* I... can't believe it's#  come to this but..."
504
            message[1] = "* Clover, I think your#  journey is at its end."
505
            message[2] = "* ASGORE and the barrier#  await us."
506
            prt[0] = 329
507
            prt[1] = 317
508
            prt[2] = 317
509
        }
510
        break
511
    case 55:
512
        cutscene_npc_walk(1169, 198, 298, 4, "y", "left")
513
        break
514
    case 56:
515
        cutscene_dialogue_nogui()
516
        with (msg)
517
        {
518
            talker[0] = 1169
519
            talker[1] = 1164
520
            talker[2] = 1161
521
            talker[3] = 1164
522
            talker[4] = 1161
523
            talker[6] = 1164
524
            talker[8] = 1169
525
            talker[9] = 1161
526
            talker[10] = 1169
527
            talker[11] = 1161
528
            talker[13] = 1164
529
            talker[16] = 1169
530
            talker[17] = 1161
531
            talker[19] = 1164
532
            talker[20] = 1169
533
            talker[21] = 1161
534
            talker[22] = 1164
535
            talker[25] = 1169
536
            talker[26] = 1161
537
            talker[28] = 1164
538
            talker[30] = 1161
539
            message[0] = "* No! Already???"
540
            message[1] = "* As sad as it is, Clover#  needs to go home."
541
            message[2] = "* That won't work."
542
            message[3] = "* What?"
543
            message[4] = "* Sure, we know Clover#  for who they are but#  Asgore..."
544
            message[5] = "* He won't see Clover as#  we do. And he doesn't#  care to learn."
545
            message[6] = "* But this is a unique#  situation!"
546
            message[7] = "* The King has always#  been kind and#  understanding!"
547
            message[8] = "* Yeah, Clover wouldn't#  hurt anyone!"
548
            message[9] = "* You think that's ever#  mattered in the past?"
549
            message[10] = "* ..."
550
            message[11] = "* The truth stings, but#  it is what it is."
551
            message[12] = "* ..."
552
            message[13] = "* So, what?"
553
            message[14] = "* Should I take Clover#  back to Snowdin?"
554
            message[15] = "* Hide out for the rest#  of our lives?"
555
            message[16] = "* Yeah, why couldn't#  Clover stay with us?"
556
            message[17] = "* I mean, it's plausible#  but won't the Royal#  Guard be on the hunt?"
557
            message[18] = "* After so many#  encounters Clover just#  disappears?"
558
            message[19] = "* It wouldn't be the#  first time."
559
            message[20] = "* Ohh yeah! They would#  probably think the same#  thing happened again!"
560
            message[21] = "* ..."
561
            message[22] = "* But... What about the#  others?"
562
            message[23] = "* You know, the next#  humans."
563
            message[24] = "* Clover gets to live#  happily but they have to#  die?"
564
            message[25] = "* Oh."
565
            message[26] = "* ...We don't know their#  hearts."
566
            message[27] = "* Maybe they"
567
            message[28] = "* What? Deserve it?"
568
            message[29] = "* Have you learned#  anything?"
569
            message[30] = "* I'm just weighing our#  options!"
570
            message[31] = "* We're backed into a#  corner here, alright?"
571
            prt[0] = 406
572
            prt[1] = 317
573
            prt[2] = 377
574
            prt[3] = 333
575
            prt[4] = 371
576
            prt[5] = 377
577
            prt[6] = 309
578
            prt[7] = 309
579
            prt[8] = 417
580
            prt[9] = 377
581
            prt[10] = 420
582
            prt[11] = 394
583
            prt[12] = 394
584
            prt[13] = 338
585
            prt[14] = 321
586
            prt[15] = 321
587
            prt[16] = 417
588
            prt[17] = 370
589
            prt[18] = 371
590
            prt[19] = 338
591
            prt[20] = 419
592
            prt[21] = 394
593
            prt[22] = 329
594
            prt[23] = 317
595
            prt[24] = 315
596
            prt[25] = 420
597
            prt[26] = 371
598
            prt[27] = 370
599
            prt[28] = 309
600
            prt[29] = 309
601
            prt[30] = 377
602
            prt[31] = 370
603
            talker[32] = 1169
604
            talker[33] = 1164
605
            talker[36] = 1161
606
            talker[37] = 1164
607
            talker[38] = 1169
608
            message[32] = "* Hey, calm down, guys."
609
            message[33] = "* You know I really#  thought tonight's fiasco#  was enough!"
610
            message[34] = "* We all talked it#  through and things were#  going well."
611
            message[35] = "* But you immediately#  suggest giving the#  future children up to"
612
            message[36] = "* I didn't mean it like#  that! Get off my case!"
613
            message[37] = "* I'm sorry but I don't#  think you exactly have#  room to talk right now."
614
            message[38] = "* Come on you two! Cut it#  out!"
615
            prt[32] = 419
616
            prt[33] = 309
617
            prt[34] = 321
618
            prt[35] = 308
619
            prt[36] = 368
620
            prt[37] = 338
621
            prt[38] = 421
622
            if (message_current == 27)
623
            {
624
                message_timer = 10
625
                skippable = false
626
            }
627
            else if (message_current == 31)
628
            {
629
                skippable = false
630
                message_timer = 35
631
                other.scene++
632
            }
633
            else
634
            {
635
                message_timer = -1
636
                skippable = true
637
            }
638
            switch message_current
639
            {
640
                case 2:
641
                    obj_starlo_npc.npc_direction = "up"
642
                    obj_martlet_npc.npc_direction = "up"
643
                    obj_player_npc.npc_direction = "up"
644
                    break
645
                case 6:
646
                    obj_starlo_npc.npc_direction = "left"
647
                    break
648
                case 8:
649
                    obj_starlo_npc.npc_direction = "up"
650
                    break
651
                case 22:
652
                    obj_starlo_npc.npc_direction = "left"
653
                    break
654
                case 26:
655
                    obj_starlo_npc.npc_direction = "up"
656
                    break
657
            }
658
659
        }
660
        break
661
    case 57:
662
        cutscene_npc_direction(obj_player_npc, "down")
663
        break
664
    case 58:
665
        cutscene_wait(1.5)
666
        break
667
    case 59:
668
        cutscene_npc_walk(1168, obj_player_npc.x, 312, 0.5, "y", "down")
669
        break
670
    case 60:
671
        cutscene_wait(1.5)
672
        break
673
    case 61:
674
        cutscene_npc_action_sprite(1168, 3114, 1, true, 0)
675
        break
676
    case 62:
677
        cutscene_wait(1)
678
        break
679
    case 63:
680
        overlay_alpha += 0.01
681
        if (overlay_alpha >= 0.75)
682
            cutscene_advance()
683
        break
684
    case 64:
685
        cutscene_wait(1)
686
        break
687
    case 65:
688
        cymbal_sound = audio_play_sound(mus_cymbal, 1, 0)
689
        cutscene_advance()
690
        break
691
    case 66:
692
        clover_overlay_alpha = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(mus_cymbal)
693
        if (!audio_is_playing(cymbal_sound))
694
        {
695
            clover_overlay_alpha = 1
696
            cutscene_advance()
697
        }
698
        break
699
    case 67:
700
        cutscene_wait(1)
701
        break
702
    case 68:
703
        audio_play_sound(snd_newhome_03_clover_radius, 1, 0)
704
        instance_create(0, 0, obj_newhome_03_pacifist_music_player)
705
        scene++
706
        break
707
    case 69:
708
        white_overlay_radius += 8
709
        if (clover_overlay_alpha_dark < 1)
710
            clover_overlay_alpha_dark += 0.1
711
        else if cutscene_wait(1.5)
712
            instance_destroy(obj_dialogue_nongui)
713
        break
714
    case 70:
715
        obj_player_npc.vspeed = lerp(obj_player_npc.vspeed, -2, 0.15)
716
        if (obj_player_npc.y < 290)
717
        {
718
            obj_player_npc.vspeed = 0
719
            scene++
720
        }
721
        break
722
    case 71:
723
        with (obj_player_npc)
724
        {
725
            y = lerp(y, 269, 0.15)
726
            if (abs(y - 269) < 1)
727
            {
728
                y = 269
729
                other.scene++
730
            }
731
        }
732
        break
733
    case 72:
734
        cutscene_wait(1)
735
        break
736
    case 73:
737
        if cutscene_wait(0.5)
738
            cutscene_advance(73.5)
739
        break
740
    case 73.5:
741
        var camera_xx = (__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) * 0.5
742
        if cutscene_camera_move(camera_xx, 270, 0.5)
743
            cutscene_advance(73.75)
744
        break
745
    case 73.75:
746
        if cutscene_wait(0.5)
747
            cutscene_advance(74)
748
        break
749
    case 74:
750
        obj_player_npc.npc_direction = "down"
751
        if cutscene_npc_action_sprite(1168, 2233, 1, false)
752
            cutscene_advance(74.5)
753
        if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod)
754
            obj_player_npc.image_index = 6
755
        break
756
    case 74.5:
757
        if cutscene_wait(1.5)
758
            cutscene_advance(75)
759
        break
760
    case 75:
761
        with (instance_create_depth(16, 20, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
762
        {
763
            sndfnt = sndfnt_flowey
764
            message[0] = "You probably want to go home dontcha?"
765
            fade_timer = 45
766
        }
767
        scene++
768
        break
769
    case 76:
770
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
771
            cutscene_advance()
772
        break
773
    case 77:
774
        with (instance_create_depth(16, 164, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
775
        {
776
            sndfnt = snd_talk_chujin
777
            message[0] = "Humanity already won by trapping us#down here, yet they keep twisting#the knife."
778
            fade_timer = 45
779
        }
780
        scene++
781
        break
782
    case 78:
783
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
784
            cutscene_advance()
785
        break
786
    case 79:
787
        with (instance_create_depth(32, 176, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
788
        {
789
            sndfnt = snd_talk_chujin
790
            message[0] = "This cannot continue any longer!"
791
            fade_timer = 30
792
        }
793
        scene++
794
        break
795
    case 80:
796
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
797
            cutscene_advance()
798
        break
799
    case 81:
800
        with (instance_create_depth(13, 80, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
801
        {
802
            sndfnt = snd_talk_ceroba
803
            message[0] = "You must have#places to go,#correct?"
804
            message[1] = "The Castle...#The barrier."
805
            fade_timer = 30
806
        }
807
        scene++
808
        break
809
    case 82:
810
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
811
            cutscene_advance()
812
        break
813
    case 83:
814
        with (instance_create_depth(189, 88, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
815
        {
816
            sndfnt = snd_talk_starlo
817
            message[0] = "I did everything#in my power to#entertain..."
818
            fade_timer = 30
819
        }
820
        scene++
821
        break
822
    case 84:
823
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
824
            cutscene_advance()
825
        break
826
    case 85:
827
        with (instance_create_depth(181, 80, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
828
        {
829
            sndfnt = snd_talk_starlo
830
            message[0] = "...so monsters#wouldn't have to#worry about being#stuck down here."
831
            fade_timer = 30
832
        }
833
        scene++
834
        break
835
    case 86:
836
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
837
            cutscene_advance()
838
        break
839
    case 87:
840
        with (instance_create_depth(16, 164, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
841
        {
842
            sndfnt = snd_talk_martlet
843
            message[0] = "Anyway, we'll bypass the Royal Guard#and plead your case to ASGORE!"
844
            fade_timer = 45
845
        }
846
        scene++
847
        break
848
    case 88:
849
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
850
            cutscene_advance()
851
        break
852
    case 89:
853
        with (instance_create_depth(20, 32, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
854
        {
855
            sndfnt = sndfnt_flowey
856
            message[0] = "Remember your REAL mission, Clover."
857
            fade_timer = 30
858
        }
859
        scene++
860
        break
861
    case 90:
862
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
863
            cutscene_advance()
864
        break
865
    case 91:
866
        with (instance_create_depth(13, 142, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
867
        {
868
            sndfnt = snd_talk_ceroba
869
            message[0] = "Asgore only needs#two more SOULS to#shatter the barrier."
870
            fade_timer = 30
871
        }
872
        scene++
873
        break
874
    case 92:
875
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
876
            cutscene_advance()
877
        break
878
    case 93:
879
        with (instance_create_depth(173, 22, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
880
        {
881
            sndfnt = sndfnt_dalv
882
            message[0] = "What a world it#would be if I had#two whole friends."
883
            fade_timer = 30
884
        }
885
        scene++
886
        break
887
    case 94:
888
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
889
            cutscene_advance()
890
        break
891
    case 95:
892
        with (instance_create_depth(69, 140, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
893
        {
894
            sndfnt = snd_talk_ceroba
895
            message[0] = "Most might act cheerful,#but life down here..."
896
            fade_timer = 30
897
        }
898
        scene++
899
        break
900
    case 96:
901
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
902
            cutscene_advance()
903
        break
904
    case 97:
905
        with (instance_create_depth(92, 148, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
906
        {
907
            sndfnt = snd_talk_ceroba
908
            message[0] = "...It's hopeless."
909
            fade_timer = 30
910
        }
911
        scene++
912
        break
913
    case 98:
914
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
915
            cutscene_advance()
916
        break
917
    case 99:
918
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
919
            cutscene_wait(1.5)
920
        break
921
    case 100:
922
        cutscene_npc_action_sprite(1168, 3114, 1, true, 0)
923
        break
924
    case 101:
925
        cutscene_wait(1.5)
926
        break
927
    case 102:
928
        instance_create_depth(obj_player_npc.x, (obj_player_npc.y + 2), (depth - 100), obj_newhome_03_cutscene_clover_soul)
929
        scene++
930
        break
931
    case 103:
932
        break
933
    case 104:
934
        cutscene_wait(2)
935
        break
936
    case 105:
937
        with (instance_create_depth(9, 10, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
938
        {
939
            sndfnt = sndfnt_flowey
940
            message[0] = "...The five children#you set out to find#in the first place."
941
            fade_timer = 30
942
        }
943
        scene++
944
        break
945
    case 106:
946
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
947
            cutscene_advance()
948
        break
949
    case 107:
950
        with (instance_create_depth(140, 174, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
951
        {
952
            sndfnt = snd_talk_starlo
953
            message[0] = "Despite its ups and#downs, our little#adventure was a blast."
954
            fade_timer = 30
955
        }
956
        scene++
957
        break
958
    case 108:
959
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
960
            cutscene_advance()
961
        break
962
    case 109:
963
        with (instance_create_depth(20, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
964
        {
965
            sndfnt = sndfnt_flowey
966
            message[0] = "ASGORE's still out there#threatening human lives!"
967
            fade_timer = 30
968
        }
969
        scene++
970
        break
971
    case 110:
972
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
973
            cutscene_advance()
974
        break
975
    case 111:
976
        with (instance_create_depth(189, 128, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
977
        {
978
            sndfnt = snd_talk_axis
979
            message[0] = "I MUST THANK#YOU FOR OPENING#MY EYES."
980
            fade_timer = 30
981
        }
982
        scene++
983
        break
984
    case 112:
985
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
986
            cutscene_advance()
987
        break
988
    case 113:
989
        with (instance_create_depth(30, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
990
        {
991
            sndfnt = sndfnt_flowey
992
            message[0] = "Keep your head in the game!"
993
            fade_timer = 45
994
            shake_intensity = 0.25
995
        }
996
        clover_shake_intensity = 3
997
        scene++
998
        break
999
    case 114:
1000
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
1001
            cutscene_advance()
1002
        break
1003
    case 115:
1004
        with (instance_create_depth(60, 172, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
1005
        {
1006
            sndfnt = snd_talk_ceroba
1007
            message[0] = "Turns out you're a pretty#damn good leader, Clover!"
1008
            fade_timer = 30
1009
        }
1010
        scene++
1011
        break
1012
    case 116:
1013
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
1014
            cutscene_advance()
1015
        break
1016
    case 117:
1017
        with (instance_create_depth(96, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
1018
        {
1019
            sndfnt = sndfnt_flowey
1020
            message[0] = "Come on, Clover!"
1021
            fade_timer = 45
1022
            shake_intensity = 0.5
1023
        }
1024
        clover_shake_intensity = 6
1025
        scene++
1026
        break
1027
    case 118:
1028
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
1029
            cutscene_advance()
1030
        break
1031
    case 119:
1032
        with (instance_create_depth(16, 160, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
1033
        {
1034
            sndfnt = snd_talk_martlet
1035
            message[0] = "You are a kind soul.#One of the best I've met."
1036
            fade_timer = 30
1037
        }
1038
        scene++
1039
        break
1040
    case 120:
1041
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
1042
            cutscene_advance()
1043
        break
1044
    case 121:
1045
        with (instance_create_depth(132, 16, (depth - 1), obj_dialogue_pacifist_ending_flashbacks))
1046
        {
1047
            sndfnt = sndfnt_flowey
1048
            message[0] = "Clover!"
1049
            fade_timer = 75
1050
            shake_intensity = 1
1051
        }
1052
        clover_shake_intensity = 9
1053
        scene++
1054
        break
1055
    case 122:
1056
        if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks))
1057
            cutscene_advance()
1058
        break
1059
    case 123:
1060
        cutscene_wait(1.5)
1061
        break
1062
    case 124:
1063
        cutscene_dialogue()
1064
        with (msg)
1065
        {
1066
            talker[0] = 1169
1067
            talker[1] = 1164
1068
            message[0] = "* Clover!"
1069
            message[1] = "* Clover, what are you doing!?"
1070
        }
1071
        break
1072
    case 125:
1073
        with (obj_martlet_npc)
1074
        {
1075
            x = 130
1076
            y = 330
1077
            npc_direction = "up"
1078
        }
1079
        with (obj_ceroba_npc)
1080
        {
1081
            x = 161
1082
            y = 330
1083
            npc_direction = "up"
1084
        }
1085
        with (obj_starlo_npc)
1086
        {
1087
            x = 190
1088
            y = 330
1089
            npc_direction = "up"
1090
        }
1091
        clover_overlay_alpha = 0
1092
        clover_overlay_alpha_dark -= 0.1
1093
        if (clover_overlay_alpha_dark <= 0)
1094
        {
1095
            overlay_alpha = 0
1096
            scene++
1097
        }
1098
        break
1099
    case 126:
1100
        cutscene_wait(0.5)
1101
        break
1102
    case 127:
1103
        camera_xx = (__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) * 0.5
1104
        cutscene_camera_move(camera_xx, 230, 1)
1105
        break
1106
    case 128:
1107
        cutscene_wait(1)
1108
        break
1109
    case 129:
1110
        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, 1000)
1111
        circle_alpha = lerp(circle_alpha, 0, 0.1)
1112
        if (circle_alpha < 0.05)
1113
        {
1114
            circle_alpha = 0
1115
            cutscene_advance()
1116
        }
1117
        break
1118
    case 130:
1119
        cutscene_wait(1.5)
1120
        break
1121
    case 131:
1122
        cutscene_dialogue()
1123
        with (msg)
1124
        {
1125
            talker[0] = 1161
1126
            talker[1] = 1164
1127
            message[0] = "* Hey, uh..."
1128
            message[1] = "* Clover? What's going#  on?"
1129
            message[2] = "* You're scaring us here."
1130
            message[3] = ""
1131
            message[4] = "* Wh-What does that mean?"
1132
            message[5] = ""
1133
            prt[0] = 370
1134
            prt[1] = 317
1135
            prt[2] = 317
1136
            prt[4] = 332
1137
            if (message_current == 3)
1138
            {
1139
                if (alpha_fade == false)
1140
                {
1141
                    alpha_fade = true
1142
                    ch_alpha = 0
1143
                    ch_delay = 30
1144
                }
1145
                skippable = false
1146
                ch[1] = "It's time"
1147
                ch_msg = 3
1148
                if (outcome != 0)
1149
                {
1150
                    choice = false
1151
                    ch_msg = 5
1152
                    ch_delay = 0
1153
                    alpha_fade = false
1154
                }
1155
            }
1156
            if (message_current == 4)
1157
                skippable = true
1158
            else if (message_current == 5)
1159
            {
1160
                if (alpha_fade == false)
1161
                {
1162
                    alpha_fade = true
1163
                    ch_alpha = 0
1164
                    ch_delay = 45
1165
                }
1166
                skippable = false
1167
                ch[1] = "It's time to go"
1168
                ch_msg = 5
1169
            }
1170
        }
1171
        break
1172
    case 132:
1173
        instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 40), obj_cutscene_ex)
1174
        cutscene_sfx_play(snd_encounter, 0.7)
1175
        break
1176
    case 133:
1177
        cutscene_wait(1)
1178
        break
1179
    case 134:
1180
        instance_destroy(obj_cutscene_ex)
1181
        cutscene_music = audio_play_sound(mus_gift_2, 1, 1)
1182
        cutscene_advance()
1183
        break
1184
    case 135:
1185
        cutscene_dialogue()
1186
        with (msg)
1187
        {
1188
            talker[0] = 1164
1189
            talker[3] = 1169
1190
            talker[6] = 1164
1191
            talker[9] = 1161
1192
            message[0] = "* No... "
1193
            message[1] = "* No no no no no-we'll#  think of a plan!"
1194
            message[2] = "* We have options!"
1195
            message[3] = "* Y-Yeah, don't do#  something you'll regret!"
1196
            message[4] = "* If it's Snowdin you#  don't like, you can live#  with me."
1197
            message[5] = "* My house has the space.#  A-And the posse loves#  you!"
1198
            message[6] = "* Please, you gotta#  listen to us, Clover!"
1199
            message[7] = "* You deserve better."
1200
            message[8] = "* You're..."
1201
            message[9] = "* You're serious."
1202
            prt[0] = 332
1203
            prt[1] = 330
1204
            prt[2] = 322
1205
            prt[3] = 406
1206
            prt[4] = 418
1207
            prt[5] = 420
1208
            prt[6] = 322
1209
            prt[7] = 323
1210
            prt[8] = 322
1211
            prt[9] = 370
1212
            if (message_current == 8)
1213
            {
1214
                message_timer = 15
1215
                skippable = false
1216
            }
1217
            else
1218
            {
1219
                message_timer = -1
1220
                skippable = true
1221
            }
1222
        }
1223
        break
1224
    case 136:
1225
        cutscene_wait(1)
1226
        break
1227
    case 137:
1228
        cutscene_npc_action_sprite(1168, 2233, 1, false)
1229
        if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod)
1230
            obj_player_npc.image_index = 6
1231
        break
1232
    case 138:
1233
        cutscene_wait(1)
1234
        break
1235
    case 139:
1236
        with (obj_newhome_03_cutscene_clover_soul)
1237
        {
1238
            image_alpha -= 0.05
1239
            if (image_alpha <= 0)
1240
            {
1241
                instance_destroy()
1242
                other.scene++
1243
            }
1244
        }
1245
        break
1246
    case 140:
1247
        cutscene_wait(0.5)
1248
        break
1249
    case 141:
1250
        cutscene_npc_action_sprite(1168, 2233, 1, false)
1251
        break
1252
    case 142:
1253
        cutscene_wait(1)
1254
        break
1255
    case 143:
1256
        cutscene_dialogue()
1257
        with (msg)
1258
        {
1259
            talker[0] = 1161
1260
            talker[2] = 1169
1261
            talker[3] = 1161
1262
            talker[6] = 1164
1263
            talker[7] = 1161
1264
            talker[9] = 1169
1265
            talker[11] = 1161
1266
            message[0] = "* ..."
1267
            message[1] = "* ...I understand."
1268
            message[2] = "* Ceroba..."
1269
            message[3] = "* This whole time, what#  have we been doing?"
1270
            message[4] = "* Dragging Clover around...#  pulling at a leash."
1271
            message[5] = "* Selfish."
1272
            message[6] = "* ..."
1273
            message[7] = "* Clover came here by#  their own volition."
1274
            message[8] = "* ...They deserve to#  leave by it too."
1275
            message[9] = "* But you don't want this#  outcome, right?"
1276
            message[10] = "* Surely..."
1277
            message[11] = "* If there was another#  way..."
1278
            message[12] = "* But let's face it.#  There isn't."
1279
            message[13] = "* I believe Clover#  realized that a long#  time ago."
1280
            prt[0] = 394
1281
            prt[1] = 371
1282
            prt[2] = 418
1283
            prt[3] = 370
1284
            prt[4] = 377
1285
            prt[5] = 371
1286
            prt[6] = 329
1287
            prt[7] = 377
1288
            prt[8] = 370
1289
            prt[9] = 406
1290
            prt[10] = 406
1291
            prt[11] = 377
1292
            prt[12] = 370
1293
            prt[13] = 371
1294
            switch message_current
1295
            {
1296
                case 2:
1297
                    obj_starlo_npc.npc_direction = "left"
1298
                    obj_martlet_npc.npc_direction = "right"
1299
                    break
1300
                case 3:
1301
                    obj_ceroba_npc.npc_direction = "right"
1302
                    break
1303
                case 4:
1304
                    obj_ceroba_npc.npc_direction = "left"
1305
                    break
1306
                case 5:
1307
                    obj_ceroba_npc.npc_direction = "up"
1308
                    break
1309
                case 6:
1310
                    obj_martlet_npc.npc_direction = "left"
1311
                    break
1312
                case 7:
1313
                    obj_starlo_npc.npc_direction = "up"
1314
                    break
1315
                case 8:
1316
                    obj_martlet_npc.npc_direction = "up"
1317
                    break
1318
                case 9:
1319
                    obj_starlo_npc.npc_direction = "left"
1320
                    break
1321
            }
1322
1323
        }
1324
        break
1325
    case 144:
1326
        cutscene_wait(1.5)
1327
        break
1328
    case 145:
1329
        cutscene_npc_direction(obj_starlo_npc, "up")
1330
        break
1331
    case 146:
1332
        cutscene_wait(1)
1333
        break
1334
    case 147:
1335
        cutscene_dialogue()
1336
        with (msg)
1337
        {
1338
            talker[0] = 1164
1339
            message[0] = "* ..."
1340
            message[1] = "* I don't know what to#  say..."
1341
            message[2] = "* As much as I want to#  stop you..."
1342
            message[3] = "* I see it. In your eyes."
1343
            message[4] = "* This is about our#  freedom... isn't it?"
1344
            prt[0] = 317
1345
            prt[1] = 317
1346
            prt[2] = 329
1347
            prt[3] = 317
1348
            prt[4] = 317
1349
        }
1350
        break
1351
    case 148:
1352
        cutscene_npc_action_sprite(1168, 3114, 1, true, 0)
1353
        break
1354
    case 149:
1355
        cutscene_wait(1)
1356
        break
1357
    case 150:
1358
        cutscene_dialogue()
1359
        with (msg)
1360
        {
1361
            talker[0] = 1169
1362
            message[0] = "* ..."
1363
            message[1] = "* Clover."
1364
            message[2] = "* You are the bravest,#  most selfless human I've#  met."
1365
            message[3] = "* Of course, I've only#  met one..."
1366
            message[4] = "* But if I ever meet#  another, I hope they're#  just like you."
1367
            message[5] = "* I'd promote you to#  sheriff 'cause lord#  knows you've earned it,"
1368
            message[6] = "* But you aren't sheriff#  material. "
1369
            message[7] = "* You're much more."
1370
            prt[0] = 406
1371
            prt[1] = 416
1372
            prt[2] = 418
1373
            prt[3] = 407
1374
            prt[4] = 419
1375
            prt[5] = 421
1376
            prt[6] = 416
1377
            prt[7] = 418
1378
        }
1379
        break
1380
    case 151:
1381
        cutscene_wait(0.5)
1382
        break
1383
    case 152:
1384
        cutscene_npc_action_sprite(1168, 2233, 1, false)
1385
        if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod)
1386
            obj_player_npc.image_index = 6
1387
        break
1388
    case 153:
1389
        cutscene_wait(0.5)
1390
        break
1391
    case 154:
1392
        cutscene_npc_walk(1164, 144, 269, 3, "y", "right")
1393
        break
1394
    case 155:
1395
        obj_player_npc.npc_direction = "left"
1396
        cutscene_advance()
1397
        break
1398
    case 156:
1399
        cutscene_wait(0.5)
1400
        break
1401
    case 157:
1402
        cutscene_dialogue()
1403
        with (msg)
1404
        {
1405
            talker[0] = 1164
1406
            message[0] = "* I... already made my#  feelings known in#  Hotland."
1407
            message[1] = "* So..."
1408
            prt[0] = 317
1409
            prt[1] = 317
1410
        }
1411
        break
1412
    case 158:
1413
        obj_player_npc.image_alpha = 0
1414
        cutscene_npc_action_sprite(1164, 1547, 1, true, 0)
1415
        break
1416
    case 159:
1417
        cutscene_wait(0.5)
1418
        break
1419
    case 160:
1420
        cutscene_npc_walk(1169, 179, 268, 2, "y", "left")
1421
        break
1422
    case 161:
1423
        cutscene_wait(0.5)
1424
        break
1425
    case 162:
1426
        obj_martlet_npc.image_alpha = 0
1427
        cutscene_npc_action_sprite(1169, 1563, 1, true, 0)
1428
        break
1429
    case 163:
1430
        cutscene_wait(1.5)
1431
        break
1432
    case 164:
1433
        cutscene_dialogue()
1434
        with (msg)
1435
        {
1436
            talker[0] = 1169
1437
            talker[1] = 1161
1438
            message[0] = "* Psst."
1439
            message[1] = "* ..."
1440
            prt[0] = 407
1441
            prt[1] = 382
1442
        }
1443
        break
1444
    case 165:
1445
        cutscene_npc_walk(1161, 161, 281, 2, "y", "up")
1446
        break
1447
    case 166:
1448
        cutscene_advance()
1449
        break
1450
    case 167:
1451
        cutscene_wait(0.5)
1452
        break
1453
    case 168:
1454
        obj_starlo_npc.image_alpha = 0
1455
        cutscene_npc_action_sprite(1161, 2991, 1, true, 0)
1456
        break
1457
    case 169:
1458
        cutscene_wait(2)
1459
        break
1460
    case 170:
1461
        cutscene_dialogue()
1462
        with (msg)
1463
        {
1464
            talker[0] = 1161
1465
            message[0] = "* This means more to us#  than you know."
1466
            message[1] = "* To everyone."
1467
            prt[0] = 609
1468
            prt[1] = 2987
1469
            talker[2] = 1164
1470
            talker[3] = 1169
1471
            message[2] = "* ..."
1472
            message[3] = "* ..."
1473
            prt[2] = 317
1474
            prt[3] = 420
1475
        }
1476
        break
1477
    case 171:
1478
        cutscene_wait(1)
1479
        break
1480
    case 172:
1481
        if cutscene_npc_action_sprite(1161, 2780, 1, false, 0)
1482
            obj_starlo_npc.image_alpha = 1
1483
        break
1484
    case 173:
1485
        cutscene_npc_walk(1161, obj_ceroba_npc.x, 310, 3, "y", "up")
1486
        break
1487
    case 174:
1488
        cutscene_wait(0.5)
1489
        break
1490
    case 175:
1491
        if cutscene_npc_action_sprite(1169, 3112, 1, false, 0)
1492
            obj_martlet_npc.image_alpha = 1
1493
        break
1494
    case 176:
1495
        cutscene_npc_walk(1169, 210, obj_starlo_npc.y, 3, "y", "left")
1496
        break
1497
    case 177:
1498
        cutscene_wait(1)
1499
        break
1500
    case 178:
1501
        if cutscene_npc_action_sprite(1164, 1643, 1, false, 0)
1502
            obj_player_npc.image_alpha = 1
1503
        break
1504
    case 179:
1505
        cutscene_npc_walk(1164, 132, 269, 3, "y", "right")
1506
        break
1507
    case 180:
1508
        cutscene_wait(1)
1509
        break
1510
    case 181:
1511
        obj_player_npc.npc_direction = "down"
1512
        obj_starlo_npc.npc_direction = "down"
1513
        obj_martlet_npc.npc_direction = "down"
1514
        cutscene_dialogue()
1515
        with (msg)
1516
        {
1517
            talker[0] = 1161
1518
            message[0] = "* Well...	"
1519
            message[1] = "* I understand if you two#  don't want to be here#  for..."
1520
            message[2] = "* You know."
1521
            prt[0] = 377
1522
            prt[1] = 394
1523
            prt[2] = 370
1524
        }
1525
        break
1526
    case 182:
1527
        cutscene_npc_walk(1169, 189, obj_ceroba_npc.y, 2, "x", "left")
1528
        break
1529
    case 183:
1530
        cutscene_npc_direction(obj_ceroba_npc, "right")
1531
        break
1532
    case 184:
1533
        cutscene_wait(0.5)
1534
        break
1535
    case 185:
1536
        cutscene_dialogue()
1537
        with (msg)
1538
        {
1539
            talker[0] = 1169
1540
            talker[1] = 1161
1541
            message[0] = "* Do you have what you#  need?"
1542
            message[1] = "* I do."
1543
            prt[0] = 416
1544
            prt[1] = 370
1545
        }
1546
        break
1547
    case 186:
1548
        cutscene_npc_walk(1161, obj_ceroba_npc.x, 330, 1, "y", "up")
1549
        break
1550
    case 187:
1551
        if cutscene_npc_walk(1169, 191, 269, 2, "y", "left")
1552
        {
1553
            obj_player_npc.npc_direction = "right"
1554
            obj_martlet_npc.npc_direction = "right"
1555
        }
1556
        break
1557
    case 188:
1558
        cutscene_wait(0.5)
1559
        break
1560
    case 189:
1561
        cutscene_dialogue()
1562
        with (msg)
1563
        {
1564
            talker[0] = 1169
1565
            message[0] = "* Guess the suns getting#  low."
1566
            message[1] = "* I'll... see you around,#  partner."
1567
            prt[0] = 416
1568
            prt[1] = 418
1569
        }
1570
        break
1571
    case 190:
1572
        cutscene_wait(1)
1573
        break
1574
    case 191:
1575
        obj_player_npc.image_alpha = 0
1576
        cutscene_npc_action_sprite(1169, 844, 1, true, 0)
1577
        if (obj_starlo_npc.sprite_index == spr_pacifist_ending_starlo_take_gun && obj_starlo_npc.image_index >= 12)
1578
        {
1579
            obj_starlo_npc.image_speed = 0
1580
            cutscene_advance()
1581
        }
1582
        break
1583
    case 192:
1584
        cutscene_wait(0.5)
1585
        break
1586
    case 193:
1587
        obj_starlo_npc.image_speed = 1
1588
        cutscene_npc_action_sprite(1169, 844, 1, true, 0)
1589
        if (obj_starlo_npc.sprite_index == spr_pacifist_ending_starlo_take_gun && obj_starlo_npc.image_index >= 20)
1590
        {
1591
            obj_starlo_npc.image_speed = 0
1592
            obj_starlo_npc.left_sprite_idle = 3489
1593
            obj_starlo_npc.action_sprite = false
1594
            cutscene_advance()
1595
        }
1596
        break
1597
    case 194:
1598
        cutscene_wait(0.8)
1599
        break
1600
    case 195:
1601
        cutscene_dialogue()
1602
        with (msg)
1603
        {
1604
            talker[0] = 1169
1605
            message[0] = "* ..."
1606
            message[1] = "* You got a receipt for#  that?"
1607
            prt[0] = 416
1608
            prt[1] = 415
1609
        }
1610
        break
1611
    case 196:
1612
        if cutscene_npc_action_sprite(1169, 844, 1, false, 0)
1613
        {
1614
            obj_player_npc.image_alpha = 1
1615
            obj_starlo_npc.action_sprite = false
1616
        }
1617
        obj_starlo_npc.left_sprite_idle = 232
1618
        if (obj_starlo_npc.image_index < 20)
1619
            obj_starlo_npc.image_index = 20
1620
        break
1621
    case 197:
1622
        cutscene_dialogue()
1623
        with (msg)
1624
        {
1625
            talker[0] = 1169
1626
            message[0] = "* Thanks, kid."
1627
            prt[0] = 418
1628
        }
1629
        break
1630
    case 198:
1631
        cutscene_wait(0.5)
1632
        break
1633
    case 199:
1634
        cutscene_npc_walk(1169, 190, 330, 2, "y", "up")
1635
        if (obj_starlo_npc.y > (obj_player_npc.y + 15))
1636
            obj_player_npc.npc_direction = "down"
1637
        break
1638
    case 200:
1639
        cutscene_wait(1)
1640
        break
1641
    case 201:
1642
        obj_player_npc.npc_direction = "left"
1643
        cutscene_advance()
1644
        break
1645
    case 202:
1646
        cutscene_wait(0.5)
1647
        break
1648
    case 203:
1649
        cutscene_dialogue()
1650
        with (msg)
1651
        {
1652
            talker[0] = 1164
1653
            message[0] = "* Goodbye, Clover."
1654
            message[1] = "* You've changed my life.#  Truly."
1655
            prt[0] = 317
1656
            prt[1] = 320
1657
        }
1658
        break
1659
    case 204:
1660
        cutscene_wait(1)
1661
        break
1662
    case 205:
1663
        obj_player_npc.image_alpha = 0
1664
        cutscene_npc_action_sprite(1164, 3281, 1, true, 0)
1665
        if (obj_martlet_npc.sprite_index == spr_pacifist_ending_martlet_take_hat && obj_martlet_npc.image_index >= 23)
1666
        {
1667
            obj_martlet_npc.image_speed = 0
1668
            cutscene_advance()
1669
        }
1670
        break
1671
    case 206:
1672
        cutscene_wait(0.5)
1673
        break
1674
    case 207:
1675
        cutscene_dialogue()
1676
        with (msg)
1677
        {
1678
            talker[0] = 1164
1679
            message[0] = "* Heh..."
1680
            message[1] = "* How will I know you're#  a human now, huh?"
1681
            prt[0] = 320
1682
            prt[1] = 320
1683
        }
1684
        break
1685
    case 208:
1686
        cutscene_wait(0.5)
1687
        break
1688
    case 209:
1689
        obj_martlet_npc.image_speed = 1
1690
        if cutscene_npc_action_sprite(1164, 3281, 1, true, 0)
1691
        {
1692
            obj_player_npc.left_sprite = 2644
1693
            obj_player_npc.left_sprite_idle = 2644
1694
            obj_player_npc.down_sprite = 1783
1695
            obj_player_npc.down_sprite_idle = 1783
1696
            obj_martlet_npc.right_sprite = 2702
1697
            obj_martlet_npc.right_sprite_idle = 1532
1698
            obj_martlet_npc.down_sprite = 2745
1699
            obj_martlet_npc.down_sprite_idle = 1532
1700
            obj_player_npc.image_alpha = 1
1701
            obj_martlet_npc.action_sprite = false
1702
        }
1703
        break
1704
    case 210:
1705
        cutscene_dialogue()
1706
        with (msg)
1707
        {
1708
            talker[0] = 1164
1709
            message[0] = "* This means a lot."
1710
            prt[0] = 320
1711
        }
1712
        break
1713
    case 211:
1714
        cutscene_wait(1)
1715
        break
1716
    case 212:
1717
        cutscene_dialogue()
1718
        with (msg)
1719
        {
1720
            talker[0] = 1164
1721
            message[0] = "* I'm sorry the world is#  like this..."
1722
            message[1] = "* But people like you#  make it better."
1723
            message[2] = "* Thank you."
1724
            prt[0] = 315
1725
            prt[1] = 317
1726
            prt[2] = 320
1727
        }
1728
        break
1729
    case 213:
1730
        cutscene_wait(1.5)
1731
        break
1732
    case 214:
1733
        cutscene_npc_walk(1164, obj_martlet_npc.x, 330, 2, "y", "right")
1734
        if (obj_martlet_npc.y > (obj_player_npc.y + 20))
1735
            obj_player_npc.npc_direction = "down"
1736
        break
1737
    case 215:
1738
        cutscene_npc_direction(obj_ceroba_npc, "left")
1739
        break
1740
    case 216:
1741
        cutscene_wait(0.5)
1742
        break
1743
    case 217:
1744
        cutscene_npc_walk(1161, 160, 310, 3, "y", "down")
1745
        break
1746
    case 218:
1747
        cutscene_npc_walk(1164, 160, 440, 2, "x", "down")
1748
        if (obj_martlet_npc.y > (obj_starlo_npc.y + 20))
1749
            obj_starlo_npc.npc_direction = "down"
1750
        break
1751
    case 219:
1752
        cutscene_wait(1)
1753
        break
1754
    case 220:
1755
        cutscene_npc_walk(1169, 160, 330, 3, "y", "up")
1756
        break
1757
    case 221:
1758
        cutscene_dialogue()
1759
        with (msg)
1760
        {
1761
            talker[0] = 1169
1762
            message[0] = "* We'll... "
1763
            message[1] = "* We'll be outside."
1764
            prt[0] = 416
1765
            prt[1] = 420
1766
        }
1767
        break
1768
    case 222:
1769
        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, 1000)
1770
        cutscene_npc_walk(1169, 160, 440, 2, "y", "down")
1771
        break
1772
    case 223:
1773
        cutscene_wait(1)
1774
        break
1775
    case 224:
1776
        cutscene_dialogue()
1777
        with (msg)
1778
        {
1779
            talker[0] = 1161
1780
            message[0] = "* You've gained my#  respect."
1781
            message[1] = "* I mean it."
1782
            prt[0] = 377
1783
            prt[1] = 370
1784
            if (message_current == 1)
1785
                obj_ceroba_npc.npc_direction = "up"
1786
        }
1787
        break
1788
    case 225:
1789
        cutscene_wait(0.5)
1790
        break
1791
    case 226:
1792
        cutscene_npc_walk(1161, 160, 300, 0.5, "x", "up")
1793
        break
1794
    case 227:
1795
        cutscene_wait(0.5)
1796
        break
1797
    case 228:
1798
        cutscene_npc_action_sprite(1161, 3215, 1, true, 0)
1799
        break
1800
    case 229:
1801
        cutscene_wait(0.5)
1802
        break
1803
    case 230:
1804
        cutscene_advance()
1805
        break
1806
    case 231:
1807
        cutscene_wait(2)
1808
        break
1809
    case 232:
1810
        if (overlay_alpha < 1)
1811
            overlay_alpha += 0.025
1812
        else
1813
            cutscene_advance()
1814
        break
1815
    case 233:
1816
        cutscene_wait(1.5)
1817
        break
1818
    case 234:
1819
        var soul = instance_create_depth(160, 272, (depth - 2), obj_newhome_03_cutscene_clover_soul)
1820
        var soul_canister = instance_create_depth(161, 272, (depth - 1), obj_newhome_03_cutscene_clover_soul_capsule)
1821
        soul.image_alpha = 0
1822
        soul.scene = 3
1823
        soul.image_xscale = 1
1824
        soul.image_yscale = 1
1825
        cutscene_advance()
1826
        break
1827
    case 235:
1828
        obj_newhome_03_cutscene_clover_soul_capsule.image_alpha += 0.15
1829
        if (obj_newhome_03_cutscene_clover_soul_capsule.image_alpha >= 1)
1830
        {
1831
            obj_newhome_03_cutscene_clover_soul_capsule.image_alpha = 1
1832
            cutscene_advance()
1833
        }
1834
        break
1835
    case 236:
1836
        cutscene_wait(0.5)
1837
        break
1838
    case 237:
1839
        obj_newhome_03_cutscene_clover_soul.image_alpha += 0.05
1840
        if (obj_newhome_03_cutscene_clover_soul.image_alpha >= 1)
1841
        {
1842
            obj_newhome_03_cutscene_clover_soul.image_alpha = 1
1843
            cutscene_advance()
1844
        }
1845
        break
1846
    case 238:
1847
        cutscene_wait(2.5)
1848
        break
1849
    case 239:
1850
        obj_newhome_03_cutscene_clover_soul.scene = 4
1851
        cutscene_advance()
1852
        break
1853
    case 240:
1854
        break
1855
    case 241:
1856
        cutscene_wait(1)
1857
        break
1858
    case 242:
1859
        obj_newhome_03_cutscene_clover_soul_capsule.image_alpha -= 0.1
1860
        if (obj_newhome_03_cutscene_clover_soul_capsule.image_alpha <= 0)
1861
        {
1862
            obj_newhome_03_cutscene_clover_soul_capsule.image_alpha = 0
1863
            cutscene_advance()
1864
        }
1865
        break
1866
    case 243:
1867
        cutscene_wait(1)
1868
        break
1869
    case 244:
1870
        obj_ceroba_npc.down_sprite = 1086
1871
        obj_ceroba_npc.up_sprite_idle = 2771
1872
        obj_ceroba_npc.action_sprite = false
1873
        cutscene_advance()
1874
        break
1875
    case 245:
1876
        if (overlay_alpha > 0)
1877
            overlay_alpha -= 0.025
1878
        else
1879
            cutscene_advance(250)
1880
        break
1881
    case 250:
1882
        cutscene_wait(1.5)
1883
        break
1884
    case 251:
1885
        cutscene_npc_walk(1161, 160, 320, 0.5, "y", "up")
1886
        break
1887
    case 252:
1888
        cutscene_wait(0.5)
1889
        break
1890
    case 253:
1891
        cutscene_dialogue()
1892
        with (msg)
1893
        {
1894
            talker[0] = 1161
1895
            message[0] = "* Do you..."
1896
            message[1] = "* ...want me to stay?"
1897
            prt[0] = 609
1898
            prt[1] = 609
1899
            ch_msg = 1
1900
            ch[1] = "..."
1901
            if (message_current == 1)
1902
            {
1903
                if (alpha_fade == false)
1904
                {
1905
                    alpha_fade = true
1906
                    ch_delay = 45
1907
                    ch_alpha = 0
1908
                }
1909
                skippable = false
1910
            }
1911
        }
1912
        break
1913
    case 254:
1914
        cutscene_wait(1)
1915
        break
1916
    case 255:
1917
        cutscene_dialogue()
1918
        with (msg)
1919
        {
1920
            message[0] = ""
1921
            ch_msg = 0
1922
            ch[1] = "Go on"
1923
            if (alpha_fade == false)
1924
            {
1925
                alpha_fade = true
1926
                ch_alpha = 0
1927
            }
1928
        }
1929
        break
1930
    case 256:
1931
        cutscene_wait(1)
1932
        break
1933
    case 257:
1934
        cutscene_dialogue()
1935
        with (msg)
1936
        {
1937
            message[0] = ""
1938
            ch_msg = 0
1939
            ch[1] = "I'll... be okay"
1940
            if (alpha_fade == false)
1941
            {
1942
                alpha_fade = true
1943
                ch_alpha = 0
1944
            }
1945
        }
1946
        break
1947
    case 258:
1948
        cutscene_wait(1)
1949
        break
1950
    case 259:
1951
        cutscene_dialogue()
1952
        with (msg)
1953
        {
1954
            talker[0] = 1161
1955
            message[0] = "* ..."
1956
            message[1] = "* Very well."
1957
            message[2] = "* This won't be#  forgotten."
1958
            message[3] = "* Goodbye, Clover."
1959
            prt[0] = 609
1960
            prt[1] = 2987
1961
            prt[2] = 2987
1962
            prt[3] = 609
1963
        }
1964
        break
1965
    case 260:
1966
        cutscene_wait(1)
1967
        break
1968
    case 261:
1969
        cutscene_npc_walk(1161, 160, 440, 1, "y", "down")
1970
        break
1971
    case 262:
1972
        cutscene_camera_move(obj_pl.x, 230, 1)
1973
        break
1974
    case 263:
1975
        cutscene_npc_action_sprite(1168, 380, 0, true, 0)
1976
        audio_play_sound(snd_hurt, 1, 0)
1977
        scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(6, 2)
1978
        cutscene_advance()
1979
        break
1980
    case 264:
1981
        cutscene_wait(1)
1982
        break
1983
    case 265:
1984
        obj_player_npc.image_speed = 1
1985
        cutscene_npc_action_sprite(1168, 380, 1, true, 0)
1986
        break
1987
    case 266:
1988
        cutscene_wait(4.5)
1989
        break
1990
    case 267:
1991
        if (!instance_exists(obj_newhome_03_dialogue_postfight_flowey))
1992
        {
1993
            msg = instance_create_depth(0, 0, -800, obj_newhome_03_dialogue_postfight_flowey)
1994
            scene++
1995
        }
1996
        with (msg)
1997
        {
1998
            sdnfnt = 96
1999
            message[0] = "  So, this is it?"
2000
            message[1] = "  All that work just to become#  another cog in the machine?"
2001
            message[2] = "  Heh, you've grown so#  predictable!"
2002
            message[3] = "  I could undo all of this right#  now but... Maybe you've earned#  your rest."
2003
            message[4] = "  After all, there's always#  another."
2004
            message[5] = "  ..."
2005
            message[6] = "  Can't say it's been fun so...#  I suppose this is where we part#  ways."
2006
            message[7] = "  Oh, who am I kidding?"
2007
            message[8] = "  Until we meet again... friend."
2008
            skippable = false
2009
            message_timer = 45
2010
        }
2011
        break
2012
    case 268:
2013
        if ((!audio_is_playing(mus_credits)) && obj_newhome_03_dialogue_postfight_flowey.message_current == 5)
2014
            global.cutscene_music = audio_play_sound(mus_credits, 1, 0)
2015
        if (!global.dialogue_open)
2016
        {
2017
            if cutscene_wait(1)
2018
                cutscene_advance(269)
2019
        }
2020
        break
2021
    case 268.5:
2022
        if cutscene_wait(1)
2023
            cutscene_advance(269)
2024
        break
2025
    case 269:
2026
        cutscene_npc_action_sprite(1168, 803, 1, true, 0)
2027
        obj_player_npc.action_sprite_stop = false
2028
        cutscene_advance()
2029
        break
2030
    case 270:
2031
        obj_player_npc.vspeed = (-clover_crawl_speed)
2032
        if (clover_crawl_speed > 0.1)
2033
            clover_crawl_speed = lerp(clover_crawl_speed, 0, 0.25)
2034
        else
2035
            clower_crawl_speed = 0
2036
        if (obj_player_npc.y <= 235)
2037
        {
2038
            obj_player_npc.y = 235
2039
            obj_player_npc.vspeed = 0
2040
            clover_crawl_speed = 0
2041
            cutscene_advance()
2042
        }
2043
        break
2044
    case 271:
2045
        cutscene_npc_action_sprite(1168, 3440, 1, true, 0)
2046
        break
2047
    case 272:
2048
        cutscene_wait(1.5)
2049
        break
2050
    case 273:
2051
        cutscene_npc_action_sprite(1168, 3537, 1, true, 0)
2052
        break
2053
    case 274:
2054
        cutscene_wait(3.3)
2055
        break
2056
    case 275:
2057
        cutscene_advance()
2058
        break
2059
    case 276:
2060
        layer_y("Backgrounds_1", offset_y_current)
2061
        layer_y("overlay", offset_y_current)
2062
        layer_y("overlay_2", offset_y_current)
2063
        offset_y_current += offset_y_scroll_speed
2064
        if (obj_player_npc.y < 500)
2065
            obj_player_npc.y += offset_y_scroll_speed
2066
        if (offset_y_current > 300)
2067
        {
2068
            offset_y_scroll_speed -= 0.0025
2069
            if (offset_y_scroll_speed <= 0)
2070
            {
2071
                offset_y_scroll_speed = 0
2072
                cutscene_advance()
2073
            }
2074
        }
2075
        break
2076
    case 277:
2077
        cutscene_screen_fade_out(0, 0.02)
2078
        break
2079
    case 278:
2080
        if (audio_sound_get_track_position(global.cutscene_music) >= 57.5)
2081
        {
2082
            room = rm_credits_paci
2083
            instance_destroy()
2084
        }
2085
        break
2086
}
2087
2088
if (scene > 56 && scene < 57 && instance_exists(obj_dialogue))
2089
{
2090
    with (obj_dialogue)
2091
    {
2092
        if (message_current == 35)
2093
            message_timer = 15
2094
        else
2095
            message_timer = 60
2096
    }
2097
}
2098
if (clover_shake_intensity > 0.1)
2099
    clover_shake_intensity = lerp(clover_shake_intensity, 0, 0.15)
2100
else
2101
    clover_shake_intensity = 0
2102
if (scene > 62 && scene < 75)
2103
{
2104
    zen_dialogue_gain = lerp(zen_dialogue_gain, 0, 0.015)
2105
    with (obj_dialogue_nongui)
2106
        audio_sound_gain(sndfnt, other.zen_dialogue_gain, 0)
2107
}
2108
else
2109
{
2110
    with (obj_dialogue_pacifist_ending_flashbacks)
2111
        audio_sound_gain(sndfnt, 1, 0)
2112
}