| 1 |
switch (scene) |
| 2 |
{ |
| 3 |
case 0: |
| 4 |
if (obj_pl.y < 220) |
| 5 |
{ |
| 6 |
scr_cutscene_start(); |
| 7 |
cutscene_advance(); |
| 8 |
} |
| 9 |
break; |
| 10 |
case 1: |
| 11 |
cutscene_wait(0.5); |
| 12 |
break; |
| 13 |
case 2: |
| 14 |
actor_flowey.action_sprite = true; |
| 15 |
actor_flowey.sprite_index = spr_floweyrise; |
| 16 |
actor_flowey.image_alpha = 1; |
| 17 |
actor_flowey.image_speed = 0.25; |
| 18 |
cutscene_advance(); |
| 19 |
break; |
| 20 |
case 3: |
| 21 |
cutscene_animation_end(actor_flowey, true); |
| 22 |
break; |
| 23 |
case 4: |
| 24 |
actor_flowey.action_sprite = false; |
| 25 |
cutscene_advance(); |
| 26 |
break; |
| 27 |
case 5: |
| 28 |
cutscene_dialogue(); |
| 29 |
with (msg) |
| 30 |
{ |
| 31 |
talker[0] = 3194; |
| 32 |
message[0] = "* Golly, ain't this# dandy?\t"; |
| 33 |
message[1] = "* Everyone you met just# abandoned you for their# own interests."; |
| 34 |
message[2] = "* Those aren't real# friends, no way."; |
| 35 |
message[3] = "* I'm here for you# though! Always will be!"; |
| 36 |
message[4] = "* Now... let's get outta# here."; |
| 37 |
prt[0] = 348; |
| 38 |
prt[1] = 356; |
| 39 |
prt[2] = 349; |
| 40 |
prt[3] = 348; |
| 41 |
prt[4] = 347; |
| 42 |
} |
| 43 |
break; |
| 44 |
case 6: |
| 45 |
cutscene_wait(0.5); |
| 46 |
break; |
| 47 |
case 7: |
| 48 |
cutscene_npc_direction(actor_flowey, "up"); |
| 49 |
break; |
| 50 |
case 8: |
| 51 |
cutscene_camera_move(obj_pl.x, 120, 2); |
| 52 |
break; |
| 53 |
case 9: |
| 54 |
cutscene_dialogue(); |
| 55 |
with (msg) |
| 56 |
{ |
| 57 |
talker[0] = 3194; |
| 58 |
message[0] = "* ..."; |
| 59 |
message[1] = "* I'm not too sure how to# open this door."; |
| 60 |
message[2] = "* Hold on."; |
| 61 |
prt[0] = 352; |
| 62 |
prt[1] = 357; |
| 63 |
prt[2] = 357; |
| 64 |
if (message_current == 1) |
| 65 |
other.actor_flowey.npc_direction = "down"; |
| 66 |
} |
| 67 |
break; |
| 68 |
case 10: |
| 69 |
cutscene_npc_direction(actor_flowey, "up"); |
| 70 |
break; |
| 71 |
case 11: |
| 72 |
if (!instance_exists(obj_dunes_43_number_pad_destroyed)) |
| 73 |
{ |
| 74 |
audio_play_sound(snd_flowey_panel_hack, 1, 0); |
| 75 |
instance_create_depth(137, 106, obj_dunes_43_gate.depth - 1, obj_dunes_43_number_pad_destroyed); |
| 76 |
} |
| 77 |
else |
| 78 |
{ |
| 79 |
var number_pad = 859; |
| 80 |
if (number_pad.image_index >= (number_pad.image_number - 1)) |
| 81 |
cutscene_wait(0.25); |
| 82 |
} |
| 83 |
break; |
| 84 |
case 12: |
| 85 |
cutscene_sfx_play(270, 2); |
| 86 |
cutscene_advance(13); |
| 87 |
break; |
| 88 |
case 13: |
| 89 |
cutscene_screenshake(1, 2); |
| 90 |
break; |
| 91 |
case 14: |
| 92 |
cutscene_action_sprite(1958, 1105, 1/3, true, 0, 631, 0); |
| 93 |
break; |
| 94 |
case 15: |
| 95 |
cutscene_wait(1); |
| 96 |
break; |
| 97 |
case 16: |
| 98 |
cutscene_npc_direction(actor_flowey, "down"); |
| 99 |
break; |
| 100 |
case 17: |
| 101 |
cutscene_dialogue(); |
| 102 |
with (msg) |
| 103 |
{ |
| 104 |
talker[0] = 3194; |
| 105 |
message[0] = "* That's one way of# opening it!"; |
| 106 |
message[1] = "* We can finally leave# this wasteland behind!"; |
| 107 |
message[2] = "* See ya later, Clover!"; |
| 108 |
prt[0] = 348; |
| 109 |
prt[1] = 348; |
| 110 |
prt[2] = 348; |
| 111 |
} |
| 112 |
break; |
| 113 |
case 18: |
| 114 |
actor_flowey.action_sprite = true; |
| 115 |
actor_flowey.sprite_index = spr_floweyleave; |
| 116 |
actor_flowey.image_speed = 0.25; |
| 117 |
cutscene_advance(); |
| 118 |
break; |
| 119 |
case 19: |
| 120 |
cutscene_animation_end(actor_flowey, true); |
| 121 |
break; |
| 122 |
case 20: |
| 123 |
instance_destroy(actor_flowey); |
| 124 |
cutscene_wait(0.25); |
| 125 |
break; |
| 126 |
case 21: |
| 127 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 2); |
| 128 |
break; |
| 129 |
case 22: |
| 130 |
cutscene_end(); |
| 131 |
with (instance_create(192, 130, obj_doorway)) |
| 132 |
{ |
| 133 |
image_xscale = 3.5; |
| 134 |
image_yscale = 1.25; |
| 135 |
nextroom = 141; |
| 136 |
xx = 160; |
| 137 |
yy = 520; |
| 138 |
} |
| 139 |
camera_set_view_target(view_camera[0], 1031); |
| 140 |
global.dunes_flag[35] = 1; |
| 141 |
break; |
| 142 |
} |