1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
cutscene_wait(1); |
7 |
break; |
8 |
case 1: |
9 |
if (cutscene_dialogue_final_flowey()) |
10 |
{ |
11 |
if (global.meta_flowey_fight_count != 0) |
12 |
{ |
13 |
instance_create(x, y, obj_flowey_battle_screen_glitch_ending); |
14 |
scene = 10; |
15 |
} |
16 |
} |
17 |
with (msg) |
18 |
{ |
19 |
position = 0; |
20 |
sndfnt = 96; |
21 |
if (global.meta_flowey_fight_count == 0) |
22 |
{ |
23 |
message[0] = "* Heh, I can't believe I thought# this run might be it."; |
24 |
message[1] = "* It's no wonder we make a good# team."; |
25 |
message[2] = "* You're a lot like me in a way."; |
26 |
message[3] = "* Too stubborn to lie down and# accept your situation."; |
27 |
message[4] = "* Too... determined."; |
28 |
message[5] = "* You're so annoying."; |
29 |
message[6] = "* ..."; |
30 |
message[7] = "* I thought this would be fun,# and I suppose it was..."; |
31 |
message[8] = "* ...For a moment."; |
32 |
message[9] = "* But I'm over it now."; |
33 |
message[10] = "* ..."; |
34 |
message[11] = "* I don't think either of us feel# like fighting for all eternity# so..."; |
35 |
message[12] = "* I'll cut you a deal."; |
36 |
message[13] = "* I'm going to reset. Back to# when you first arrived."; |
37 |
message[14] = "* Of course, you probably won't# remember this."; |
38 |
message[15] = "* We can be \"pals\" all over# again. Reunited."; |
39 |
message[16] = "* If we end up in the same spot,# I may try this again."; |
40 |
message[17] = "* But..."; |
41 |
message[18] = "* If you can remember anything# from right now..."; |
42 |
message[19] = "* Try to make different decisions# next time."; |
43 |
message[20] = "* There's a better timeline out# there for both of us."; |
44 |
message[21] = "* Not that I care about you, this# outcome just sucks."; |
45 |
message[22] = "* It was all in my mind!"; |
46 |
message[23] = "* No one could see it, it wasn't# threatening lives..."; |
47 |
message[24] = "* Doesn't come close to what I'm# TRULY aiming for."; |
48 |
message[25] = "* When I reach that goal, you'll# be there to witness it."; |
49 |
message[26] = "* A spectacle like the world's# never seen!"; |
50 |
message[27] = "* So... When we meet again in# that dingy room..."; |
51 |
message[28] = "* You're gonna help me get what I# want."; |
52 |
message[29] = "* Like it or not, I decide your# fate now."; |
53 |
message[30] = "* Haha! If only I could see your# reaction to all this!"; |
54 |
message[31] = "* Oh, who am I kidding?"; |
55 |
message[32] = "* Your face would only look like# it always did!"; |
56 |
flowey[0] = 357; |
57 |
flowey[1] = 3251; |
58 |
flowey[2] = 348; |
59 |
flowey[3] = 349; |
60 |
flowey[4] = 348; |
61 |
flowey[5] = 349; |
62 |
flowey[6] = 352; |
63 |
flowey[7] = 353; |
64 |
flowey[8] = 352; |
65 |
flowey[9] = 352; |
66 |
flowey[10] = 353; |
67 |
flowey[11] = 353; |
68 |
flowey[12] = 352; |
69 |
flowey[13] = 348; |
70 |
flowey[14] = 347; |
71 |
flowey[15] = 348; |
72 |
flowey[16] = 347; |
73 |
flowey[17] = 348; |
74 |
flowey[18] = 348; |
75 |
flowey[19] = 348; |
76 |
flowey[20] = 348; |
77 |
flowey[21] = 347; |
78 |
flowey[22] = 348; |
79 |
flowey[23] = 352; |
80 |
flowey[24] = 353; |
81 |
flowey[25] = 348; |
82 |
flowey[26] = 347; |
83 |
flowey[27] = 348; |
84 |
flowey[28] = 349; |
85 |
flowey[29] = 349; |
86 |
flowey[30] = 348; |
87 |
flowey[31] = 3251; |
88 |
flowey[32] = 348; |
89 |
} |
90 |
else if (global.meta_flowey_fight_count == 1) |
91 |
{ |
92 |
message[0] = "* Here we are again."; |
93 |
message[1] = "* Wasn't as terrifying or flashy# as it was the first time, huh?"; |
94 |
message[2] = "* Cut me some slack! My# imagination is only so vast!"; |
95 |
message[3] = "* Forget it. I might as well be# talking to a wall."; |
96 |
message[4] = "* You don't retain your memory# after resets."; |
97 |
message[5] = "* That's why I have to explain# the same things every time."; |
98 |
message[6] = "* Place the same savepoints,# make the same comments..."; |
99 |
message[7] = "* \"Golly, this place sure is# ____!\" "; |
100 |
message[8] = "* \"Keep up the good work,# buddy!\""; |
101 |
message[9] = "* \"Remember your mission!\""; |
102 |
message[10] = "* Over and over and over and# over..."; |
103 |
message[11] = "* But I notice things each run."; |
104 |
message[12] = "* You solve puzzles faster."; |
105 |
message[13] = "* You defeat monsters faster."; |
106 |
message[14] = "* You navigate the Underground# like you have a map."; |
107 |
message[15] = "* All that, yet I know your# memory is wiped clean."; |
108 |
message[16] = "* I can't explain it..."; |
109 |
message[17] = "* ..."; |
110 |
message[18] = "* Maybe at some point it will# all culminate."; |
111 |
message[19] = "* You will finally lead me to# what I need."; |
112 |
message[20] = "* Until then, I'll reset."; |
113 |
message[21] = "* And reset and reset and reset# and reset and reset and reset# and reset and"; |
114 |
flowey[0] = 352; |
115 |
flowey[1] = 353; |
116 |
flowey[2] = 3692; |
117 |
flowey[3] = 353; |
118 |
flowey[4] = 352; |
119 |
flowey[5] = 352; |
120 |
flowey[6] = 353; |
121 |
flowey[7] = 3148; |
122 |
flowey[8] = 3738; |
123 |
flowey[9] = 3148; |
124 |
flowey[10] = 353; |
125 |
flowey[11] = 348; |
126 |
flowey[12] = 353; |
127 |
flowey[13] = 353; |
128 |
flowey[14] = 352; |
129 |
flowey[15] = 352; |
130 |
flowey[16] = 353; |
131 |
flowey[17] = 353; |
132 |
flowey[18] = 352; |
133 |
flowey[19] = 352; |
134 |
flowey[20] = 353; |
135 |
flowey[21] = 3738; |
136 |
if (message_current == 21) |
137 |
message_timer = 1; |
138 |
} |
139 |
else if (global.meta_flowey_fight_count == 2) |
140 |
{ |
141 |
message[0] = "* Why do we keep ending up here?"; |
142 |
message[1] = "* Every time you make certain# choices, it's the rooftop."; |
143 |
message[2] = "* Martlet always convinces you# to go with her."; |
144 |
message[3] = "* Am I supposed to just... let# that happen?"; |
145 |
message[4] = "* No... I've seen you surrender# and adapt before."; |
146 |
message[5] = "* It doesn't lead anywhere."; |
147 |
message[6] = "* So, what? Is this it? Is this# the way it has to be?"; |
148 |
message[7] = "* When I first steered you into# the Dark Ruins..."; |
149 |
message[8] = "* I could've sworn I was onto# something."; |
150 |
message[9] = "* But it feels like your life -# your fate - is locked in."; |
151 |
message[10] = "* As if there's a specific way# it MUST play out."; |
152 |
message[11] = "* If that's true... what does# that fate lead to? Ultimately?"; |
153 |
message[12] = "* ...Maybe you're not the one I# need?"; |
154 |
message[13] = "* Maybe you're only a stepping# stone? A... precursor."; |
155 |
message[14] = "* \"They come. They leave. They# die.\""; |
156 |
message[15] = "* That's what she always said."; |
157 |
message[16] = "* ..."; |
158 |
message[17] = "* There will be another.\t"; |
159 |
message[18] = "* And this \"helpful\" act... It's# not working.\t"; |
160 |
message[19] = "* I need to embrace who I really# am as soon as I'm rid of you.\t"; |
161 |
message[20] = "* For now, however, I have to# keep it up.\t"; |
162 |
message[21] = "* I know what it's like to be at# rock bottom without hope.\t"; |
163 |
message[22] = "* This... while incredibly# frustrating...\t"; |
164 |
message[23] = "* This act has gotten me the# closest I've ever been to my# goal.\t"; |
165 |
message[24] = "* It's the first time I've felt# like I've made true progress.\t"; |
166 |
message[25] = "* Sure I could try rigging a new# puzzle...\t"; |
167 |
message[26] = "* Drag you into another# alternate path...\t"; |
168 |
message[27] = "* But even I don't have the# patience for that.\t"; |
169 |
message[28] = "* I know deep down that my plan# WILL work out.\t"; |
170 |
message[29] = "* What I don't know is whether# that plan involves you in the# end.\t"; |
171 |
message[30] = "* ...Alive, that is.\t"; |
172 |
message[31] = "* But I've blabbered on enough.\t"; |
173 |
message[32] = "* It's time for me to fake a# smile through another# excruciating journey.\t"; |
174 |
message[33] = "* Don't mess it up again."; |
175 |
flowey[0] = 352; |
176 |
flowey[1] = 352; |
177 |
flowey[2] = 353; |
178 |
flowey[3] = 352; |
179 |
flowey[4] = 353; |
180 |
flowey[5] = 353; |
181 |
flowey[6] = 356; |
182 |
flowey[7] = 352; |
183 |
flowey[8] = 353; |
184 |
flowey[9] = 352; |
185 |
flowey[10] = 352; |
186 |
flowey[11] = 353; |
187 |
flowey[12] = 352; |
188 |
flowey[13] = 353; |
189 |
flowey[14] = 353; |
190 |
flowey[15] = 348; |
191 |
flowey[16] = 352; |
192 |
flowey[17] = 352; |
193 |
flowey[18] = 353; |
194 |
flowey[19] = 347; |
195 |
flowey[20] = 348; |
196 |
flowey[21] = 352; |
197 |
flowey[22] = 353; |
198 |
flowey[23] = 352; |
199 |
flowey[24] = 352; |
200 |
flowey[25] = 353; |
201 |
flowey[26] = 353; |
202 |
flowey[27] = 352; |
203 |
flowey[28] = 349; |
204 |
flowey[29] = 353; |
205 |
flowey[30] = 348; |
206 |
flowey[31] = 347; |
207 |
flowey[32] = 348; |
208 |
flowey[33] = 349; |
209 |
} |
210 |
else if (global.meta_flowey_fight_count >= 3 && !other.fun_value_check) |
211 |
{ |
212 |
message[0] = "* Heh."; |
213 |
message[1] = "* Talk about a \"dead end.\""; |
214 |
message[2] = "* ..."; |
215 |
message[3] = "* That's not funny."; |
216 |
message[4] = "* None of this is."; |
217 |
message[5] = "* I shouldn't be here. Not# again."; |
218 |
message[6] = "* I mean, come on..."; |
219 |
message[7] = "* Don't I have anything better# to do?"; |
220 |
flowey[0] = 348; |
221 |
flowey[1] = 347; |
222 |
flowey[2] = 353; |
223 |
flowey[3] = 352; |
224 |
flowey[4] = 353; |
225 |
flowey[5] = 353; |
226 |
flowey[6] = 356; |
227 |
flowey[7] = 353; |
228 |
} |
229 |
else if (other.fun_value_check) |
230 |
{ |
231 |
message[0] = "* ..."; |
232 |
message[1] = "* You know? It's strange."; |
233 |
message[2] = "* Something's off here."; |
234 |
message[3] = "* We're alone in my mind right# now."; |
235 |
message[4] = "* It's clear that we're alone,# right?"; |
236 |
message[5] = "* Then why I can't shake it..."; |
237 |
message[6] = "* In moments like this where all# is quiet... that's when I feel# it."; |
238 |
message[7] = "* Only since you showed up has# it been this way."; |
239 |
message[8] = "* ..."; |
240 |
message[9] = "* I have to reset again."; |
241 |
message[10] = "* I have to reset until I find# the right path."; |
242 |
message[11] = "* Until you make the right# choices."; |
243 |
message[12] = "* Until it..."; |
244 |
flowey[0] = 352; |
245 |
flowey[1] = 353; |
246 |
flowey[2] = 353; |
247 |
flowey[3] = 353; |
248 |
flowey[4] = 352; |
249 |
flowey[5] = 352; |
250 |
flowey[6] = 352; |
251 |
flowey[7] = 353; |
252 |
flowey[8] = 352; |
253 |
flowey[9] = 353; |
254 |
flowey[10] = 353; |
255 |
flowey[11] = 352; |
256 |
flowey[12] = 353; |
257 |
if (message_current == 12) |
258 |
message_timer = 1; |
259 |
} |
260 |
other.sprite_index = flowey[message_current]; |
261 |
} |
262 |
break; |
263 |
case 2: |
264 |
cutscene_sfx_play(263, 1); |
265 |
break; |
266 |
case 3: |
267 |
sprite_index = spr_flowey_cloverface; |
268 |
cutscene_wait(2); |
269 |
break; |
270 |
case 4: |
271 |
cutscene_dialogue_final_flowey(); |
272 |
with (msg) |
273 |
{ |
274 |
position = 0; |
275 |
sndfnt = 96; |
276 |
message[0] = "* Hahahahaha!!!"; |
277 |
message[1] = "* Alright, alright, I'll let you# go."; |
278 |
message[2] = "* I do need a little time to# practice my intro monologue,# though."; |
279 |
message[3] = "* Feel free to pace yourself# before the big fall!"; |
280 |
message[4] = "* See ya later, Clover!"; |
281 |
flowey[0] = 348; |
282 |
flowey[1] = 347; |
283 |
flowey[2] = 3251; |
284 |
flowey[3] = 348; |
285 |
flowey[4] = 347; |
286 |
other.sprite_index = flowey[message_current]; |
287 |
} |
288 |
break; |
289 |
case 5: |
290 |
if (sprite_index != spr_flowey_enter) |
291 |
{ |
292 |
y -= 44; |
293 |
sprite_index = spr_flowey_enter; |
294 |
image_index = image_number - 1; |
295 |
image_speed = -0.3; |
296 |
} |
297 |
else if (image_index <= 0.5) |
298 |
{ |
299 |
cutscene_advance(); |
300 |
image_alpha = 0; |
301 |
} |
302 |
break; |
303 |
case 6: |
304 |
cutscene_wait(3); |
305 |
break; |
306 |
case 7: |
307 |
cymbal_sound = audio_play_sound(mus_cymbal, 1, 0); |
308 |
cutscene_advance(); |
309 |
break; |
310 |
case 8: |
311 |
draw_alpha_white = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(cymbal_sound); |
312 |
if (draw_alpha_white >= 0.99) |
313 |
{ |
314 |
draw_alpha_white = 1; |
315 |
scene++; |
316 |
} |
317 |
break; |
318 |
case 9: |
319 |
cutscene_wait(5); |
320 |
break; |
321 |
case 10: |
322 |
if (!instance_exists(obj_flowey_battle_screen_glitch_ending)) |
323 |
{ |
324 |
room = rm_credits; |
325 |
persistent = true; |
326 |
scene++; |
327 |
} |
328 |
break; |
329 |
case 11: |
330 |
draw_alpha_white -= 0.1; |
331 |
if (draw_alpha_white <= 0) |
332 |
instance_destroy(); |
333 |
break; |
334 |
} |
335 |
if (instance_exists(obj_heart_battle_fighting_yellow_final)) |
336 |
obj_heart_battle_fighting_yellow_final.y = lerp(obj_heart_battle_fighting_yellow_final.y, 440, 0.15); |