| 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); |