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