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gml_Object_obj_hotland_roof_cutscene_neutral_2_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
4
{
5
    case 0:
6
        if (obj_pl.x < 400)
7
        {
8
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
9
            obj_player_npc.image_blend = make_colour_rgb(80, 80, 80);
10
            cutscene_advance();
11
        }
12
        break;
13
    case 1:
14
        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up");
15
        break;
16
    case 2:
17
        if (cutscene_wait(1.5))
18
            cutscene_advance(2.5);
19
        break;
20
    case 2.5:
21
        if (cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y + 60, 1, "x", "up"))
22
            cutscene_advance(3);
23
        break;
24
    case 3:
25
        cutscene_camera_move(obj_martlet_npc.x, 300, 1);
26
        camera_set_view_speed(view_camera[0], -1, -1);
27
        break;
28
    case 4:
29
        cutscene_wait(0.5);
30
        break;
31
    case 5:
32
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y - 45, 1147);
33
        break;
34
    case 6:
35
        cutscene_wait(1);
36
        break;
37
    case 7:
38
        cutscene_npc_direction(1164, "down");
39
        instance_destroy(obj_cutscene_ex);
40
        break;
41
    case 8:
42
        cutscene_wait(0.5);
43
        break;
44
    case 9:
45
        cutscene_dialogue();
46
        with (msg)
47
        {
48
            talker[0] = 1164;
49
            position = 0;
50
            message[0] = "* Ah, you got my message!#  Great!";
51
            prt[0] = 328;
52
        }
53
        break;
54
    case 10:
55
        cutscene_wait(0.5);
56
        break;
57
    case 11:
58
        cutscene_npc_direction(1164, "up");
59
        break;
60
    case 12:
61
        cutscene_camera_move(obj_martlet_npc.x, 260, 1);
62
        camera_set_view_speed(view_camera[0], -1, -1);
63
        break;
64
    case 13:
65
        cutscene_wait(0.5);
66
        break;
67
    case 14:
68
        cutscene_dialogue();
69
        with (msg)
70
        {
71
            color = true;
72
            col_modif[0] = 16776960;
73
            talker[0] = 1164;
74
            message[0] = "* What a view...";
75
            message[1] = "* That large facility in#  front of us is the#  CORE...";
76
            message[2] = "* ...The main source of#  power for the#  Underground.";
77
            message[3] = "* Behind that is New Home.#  The capital city.";
78
            message_col[3][0] = "                 New Home                     ";
79
            message[4] = "* ...King ASGORE's Castle.";
80
            prt[0] = 328;
81
            prt[1] = 321;
82
            prt[2] = 321;
83
            prt[3] = 338;
84
            prt[4] = 329;
85
        }
86
        break;
87
    case 15:
88
        cutscene_wait(0.5);
89
        break;
90
    case 16:
91
        cutscene_npc_direction(1164, "down");
92
        break;
93
    case 17:
94
        cutscene_wait(1);
95
        break;
96
    case 18:
97
        cutscene_dialogue();
98
        with (msg)
99
        {
100
            talker[0] = 1164;
101
            message[0] = "* Look, I haven't been#  100% honest with you...";
102
            message[1] = "* My whole life, I was#  taught that humans are#  the enemy.";
103
            message[2] = "* But you... you never#  really came across as#  such. ";
104
            message[3] = "* Though...";
105
            message[4] = "* During our journey, I#  did sense a faint,#  alarming aura in you.";
106
            prt[0] = 317;
107
            prt[1] = 329;
108
            prt[2] = 320;
109
            prt[3] = 329;
110
            prt[4] = 317;
111
        }
112
        break;
113
    case 19:
114
        cutscene_wait(0.5);
115
        break;
116
    case 20:
117
        cutscene_npc_action_sprite(1164, 225, 1, true, 0);
118
        break;
119
    case 21:
120
        cutscene_dialogue();
121
        with (msg)
122
        {
123
            talker[0] = 1164;
124
            message[0] = "* I had this backup plan#  in case you started a#  rampage but...";
125
            message[1] = "* ...you never did.";
126
            prt[0] = 317;
127
            prt[1] = 329;
128
        }
129
        break;
130
    case 22:
131
        syringe_noloop = false;
132
        cutscene_wait(0.25);
133
        break;
134
    case 23:
135
        if (cutscene_npc_action_sprite(1164, 3670, 1, true, 0))
136
        {
137
            obj_martlet_npc.action_sprite = false;
138
            cutscene_music_start(296);
139
            cutscene_advance(24);
140
        }
141
        if (syringe_noloop == false && obj_martlet_npc.image_index >= 8)
142
        {
143
            syringe_noloop = true;
144
            instance_create_depth(obj_martlet_npc.x - 12, obj_martlet_npc.y - 22, 150, obj_hotland_roof_syringe);
145
        }
146
        break;
147
    case 24:
148
        cutscene_wait(0.5);
149
        break;
150
    case 25:
151
        cutscene_dialogue();
152
        with (msg)
153
        {
154
            talker[0] = 1164;
155
            message[0] = "* Phew... that feels#  liberating.";
156
            message[1] = "* I'm so sorry for keeping#  that from you. You're a#  good kid.";
157
            message[2] = "* Even so, there's another#  problem...";
158
            message[3] = "* I don't think ASGORE#  would agree.";
159
            message[4] = "* You see, he needs seven#  human SOULs to destroy#  the barrier.";
160
            message[5] = "* So far he's collected#  five and he might try#  for another...";
161
            message[6] = "* Now that we're this#  close...";
162
            message[7] = "* I'm afraid there isn't a#  peaceful way of#  confronting him.";
163
            message[8] = "* I'm sorry.";
164
            prt[0] = 320;
165
            prt[1] = 320;
166
            prt[2] = 315;
167
            prt[3] = 317;
168
            prt[4] = 338;
169
            prt[5] = 321;
170
            prt[6] = 322;
171
            prt[7] = 315;
172
            prt[8] = 315;
173
            if (message_current == 7)
174
                obj_martlet_npc.npc_direction = "up";
175
        }
176
        break;
177
    case 26:
178
        cutscene_wait(1);
179
        break;
180
    case 27:
181
        cutscene_dialogue();
182
        with (msg)
183
        {
184
            talker[0] = 1164;
185
            message[0] = "* ...";
186
            message[1] = "* I know this isn't the#  path you intended but...";
187
            message[2] = "* Let's... put all this#  behind us.";
188
            message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood!";
189
            message[4] = "* I'll teach you#  craftsmanship...";
190
            message[5] = "* And you can teach me#  marksmanship!";
191
            message[6] = "* You don't deserve to die#  this young.";
192
            message[7] = "* ...";
193
            message[8] = "* What do you say?";
194
            prt[0] = 329;
195
            prt[1] = 317;
196
            prt[2] = 317;
197
            prt[3] = 320;
198
            prt[4] = 312;
199
            prt[5] = 312;
200
            prt[6] = 320;
201
            prt[7] = 329;
202
            prt[8] = 320;
203
            ch_msg = 8;
204
            ch[1] = "Sounds good";
205
            ch[2] = "...Okay";
206
            message[9] = "* Really???";
207
            message[10] = "* Wow! We are going to#  have so much fun!";
208
            message[11] = "* I promise this is the#  best outcome for both of#  us.";
209
            message[12] = "* Well, \"roommate,\" let's#  go to Snowdin!";
210
            prt[9] = 330;
211
            prt[10] = 312;
212
            prt[11] = 318;
213
            prt[12] = 312;
214
            if (message_current == 1)
215
                obj_martlet_npc.npc_direction = "down";
216
            if (message_current >= 7)
217
                scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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; }
(296, 1000);
218
            break;
219
        }
220
        break;
221
    case 28:
222
        cutscene_npc_walk_relative(1164, 0, 20, 1, "y", "down");
223
        break;
224
    case 29:
225
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y, 2894);
226
        break;
227
    case 30:
228
        break;
229
    case 31:
230
        cutscene_wait(1);
231
        break;
232
    case 32:
233
        cutscene_dialogue_dark();
234
        with (msg)
235
        {
236
            sndfnt = 102;
237
            message[0] = "  W-What is this?";
238
            message[1] = "  Clover...?";
239
            message[2] = "  W-Why would you...";
240
        }
241
        break;
242
    case 33:
243
        obj_hotland_roof_martlet_vine.scene++;
244
        cutscene_advance();
245
        break;
246
    case 34:
247
        break;
248
    case 35:
249
        cutscene_wait(1.5);
250
        break;
251
    case 36:
252
        cutscene_music_start(38);
253
        break;
254
    case 37:
255
        cutscene_dialogue();
256
        with (msg)
257
        {
258
            talker[0] = 3194;
259
            message[0] = "* You gotta be kidding me!";
260
            message[1] = "* I just knew something#  like this would happen!";
261
            message[2] = "* And after all we've been#  through...";
262
            message[3] = "* I tried for so long.";
263
            message[4] = "* I tried to uphold a#  friendly persona but#  wow...";
264
            message[5] = "* You really brought me to#  my limit!";
265
            message[6] = "* Though, I gotta say, it#  did feel good to finally#  SNAP, ya know?";
266
            message[7] = "* She never saw it coming!";
267
            message[8] = "* Best of all, she thought#  YOU betrayed her in the#  end!";
268
            message[9] = "* What an IDIOT!";
269
            message[10] = "* I bet she even-   ";
270
            prt[0] = 351;
271
            prt[1] = 351;
272
            prt[2] = 356;
273
            prt[3] = 351;
274
            prt[4] = 351;
275
            prt[5] = 351;
276
            prt[6] = 2165;
277
            prt[7] = 3789;
278
            prt[8] = 2165;
279
            prt[9] = 2165;
280
            prt[10] = 349;
281
            if (message_current == 6)
282
                sndfnt = 664;
283
            else if (message_current == 10)
284
                sndfnt = 96;
285
            if (message_current == 10)
286
            {
287
                if (cutoff >= string_length(message[message_current]))
288
                {
289
                    instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop);
290
                    instance_destroy();
291
                    global.dialogue_open = false;
292
                    other.scene++;
293
                }
294
                skippable = false;
295
            }
296
        }
297
        break;
298
    case 38:
299
        cutscene_advance();
300
        break;
301
    case 39:
302
        if (!instance_exists(obj_heart_initiate_battle_flowey_rooftop))
303
            cutscene_advance();
304
        break;
305
    case 40:
306
        audio_play_sound(snd_fail, 1, 0);
307
        cutscene_instance_create(0, 0, 598);
308
        break;
309
    case 41:
310
        cutscene_wait(1);
311
        break;
312
    case 42:
313
        cutscene_dialogue();
314
        with (msg)
315
        {
316
            talker[0] = 3194;
317
            message[0] = "* Nuh-uh-uh!";
318
            message[1] = "* Trigger-happy are we?";
319
            message[2] = "* I think you forgot who's#  in charge here.";
320
            prt[0] = 3251;
321
            prt[1] = 349;
322
            prt[2] = 349;
323
        }
324
        break;
325
    case 43:
326
        var xx = obj_pl.x;
327
        var yy = obj_pl.y;
328
        var offset = 14;
329
        audio_play_sound(snd_undertale_appear, 1, 0);
330
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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, 500);
331
        instance_create_depth(xx - (offset * 1.5), yy, depth - 2, obj_hotland_roof_flowey_pellets);
332
        instance_create_depth(xx - offset, yy - offset, depth - 2, obj_hotland_roof_flowey_pellets);
333
        instance_create_depth(xx, yy - (offset * 1.5), depth - 2, obj_hotland_roof_flowey_pellets);
334
        instance_create_depth(xx + offset, yy + offset, depth - 2, obj_hotland_roof_flowey_pellets);
335
        instance_create_depth(xx + (offset * 1.5), yy, depth - 2, obj_hotland_roof_flowey_pellets);
336
        instance_create_depth(xx + offset, yy - offset, depth - 2, obj_hotland_roof_flowey_pellets);
337
        instance_create_depth(xx, yy + (offset * 1.5), depth - 2, obj_hotland_roof_flowey_pellets);
338
        instance_create_depth(xx - offset, yy + offset, depth - 2, obj_hotland_roof_flowey_pellets);
339
        cutscene_advance();
340
        break;
341
    case 44:
342
        cutscene_wait(1);
343
        break;
344
    case 45:
345
        cutscene_dialogue();
346
        with (msg)
347
        {
348
            talker[0] = 3194;
349
            message[0] = "* We had a nice run,#  didn't we?";
350
            prt[0] = 348;
351
        }
352
        break;
353
    case 46:
354
        with (obj_hotland_roof_flowey_pellets)
355
            scene = 1;
356
        cutscene_advance();
357
        break;
358
    case 47:
359
        cutscene_wait(1.5);
360
        break;
361
    case 48:
362
        cutscene_dialogue();
363
        with (msg)
364
        {
365
            talker[0] = 3194;
366
            message[0] = "* Too bad I won't#  miss it.";
367
            prt[0] = 2165;
368
            sndfnt = 664;
369
        }
370
        break;
371
    case 49:
372
        if (cutscene_npc_action_sprite(3194, 3150, 1, true, 1))
373
        {
374
            obj_flowey_npc.action_sprite_stop = false;
375
            obj_flowey_npc.action_sprite = true;
376
            obj_flowey_npc.sprite_index = spr_flowey_laughs;
377
            obj_flowey_npc.image_speed = 1;
378
            obj_flowey_npc.image_index = 0;
379
            audio_play_sound(snd_flowey_laugh, 1, 0);
380
            alarm[0] = 15;
gml_Object_obj_hotland_roof_cutscene_neutral_2_Alarm_0.gml

audio_play_sound(mus_missing_inaction, 1, 0); with (obj_hotland_roof_flowey_pellets) scene = 4;
381
        }
382
        break;
383
    case 50:
384
        obj_player_npc.npc_dynamic_depth = false;
385
        obj_player_npc.depth = depth - 1;
386
        obj_flowey_npc.npc_dynamic_depth = false;
387
        obj_flowey_npc.depth = depth - 1;
388
        if (!instance_exists(obj_hotland_roof_flowey_pellets))
389
        {
390
            instance_destroy(obj_player_npc);
391
            obj_pl.image_alpha = 0;
392
            obj_flowey_npc.image_alpha = 0;
393
            var heart = instance_create_depth(obj_pl.x, obj_pl.y, -10000, obj_heart_flowey_rooftop);
394
            heart.image_alpha = 0;
395
            audio_play_sound(snd_hurt, 1, 0);
396
            cutscene_advance();
397
        }
398
        else if (instance_exists(obj_hotland_roof_flowey_pellets) && obj_hotland_roof_flowey_pellets.scene >= 4)
399
        {
400
            if (draw_alpha < 0.99)
401
                draw_alpha = lerp(draw_alpha, 1, 0.04);
402
            else
403
                draw_alpha = 1;
404
        }
405
        break;
406
    case 51:
407
        cutscene_wait(2.5);
408
        break;
409
    case 52:
410
        if (obj_heart_flowey_rooftop.image_alpha < 0.99)
411
            obj_heart_flowey_rooftop.image_alpha += 0.05;
412
        else
413
            cutscene_advance();
414
        break;
415
    case 53:
416
        cutscene_wait(3.5);
417
        break;
418
    case 54:
419
        if (obj_flowey_npc.image_alpha >= 1)
420
            cutscene_wait(1.5);
421
        else
422
            obj_flowey_npc.image_alpha += 0.05;
423
        break;
424
    case 55:
425
        obj_heart_flowey_rooftop.waiter = 1;
426
        instance_create_depth(obj_flowey_npc.x - 1, obj_flowey_npc.y + 9, obj_flowey_npc.depth - 10001, obj_hotland_roof_soul_grab);
427
        cutscene_advance();
428
        break;
429
    case 56:
430
        var img_index = obj_hotland_roof_soul_grab.image_index;
431
        if (img_index >= 15)
432
            obj_heart_flowey_rooftop.image_alpha = 0;
433
        if (img_index >= 19)
434
            draw_alpha_white = (img_index - 19) / (obj_hotland_roof_soul_grab.image_number - 1 - 19);
435
        if (img_index >= (obj_hotland_roof_soul_grab.image_number - 1))
436
        {
437
            obj_hotland_roof_soul_grab.image_speed = 0;
438
            cutscene_advance();
439
        }
440
        break;
441
    case 57:
442
        instance_destroy(obj_flowey_npc);
443
        instance_destroy(obj_hotland_roof_soul_grab);
444
        cutscene_advance();
445
        break;
446
    case 58:
447
        cutscene_wait(3);
448
        break;
449
    case 59:
450
        draw_alpha_white = lerp(draw_alpha_white, 0, 0.05);
451
        if (draw_alpha_white < 0.01)
452
        {
453
            draw_alpha_white = 0;
454
            cutscene_advance();
455
        }
456
        break;
457
    case 60:
458
        cutscene_wait(1);
459
        instance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 140, obj_pl.depth, obj_player_npc);
460
        obj_player_npc.image_alpha = 0;
461
        break;
462
    case 61:
463
        draw_clover_yellow_alpha = lerp(draw_clover_yellow_alpha, 1, 0.03);
464
        if (draw_clover_yellow_alpha > 0.99)
465
        {
466
            draw_clover_yellow_alpha = 1;
467
            cutscene_advance();
468
        }
469
        break;
470
    case 62:
471
        cutscene_wait(1);
472
        break;
473
    case 63:
474
        var big_flowey = instance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 80, -99999, obj_flowey_rooftop_big);
475
        var noise = instance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 80, -999990, obj_flowey_rooftop_noise);
476
        cutscene_advance();
477
        noise_pop = 0;
478
        break;
479
    case 64:
480
        cutscene_wait(1);
481
        break;
482
    case 65:
483
        var noise = instance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 80, -999990, obj_flowey_rooftop_noise);
484
        obj_flowey_rooftop_big.image_alpha = 0;
485
        cutscene_advance();
486
        break;
487
    case 66:
488
        with (obj_player_npc)
489
        {
490
            if (y < (camera_get_view_y(view_camera[0]) + 180))
491
            {
492
                y += 5;
493
            }
494
            else
495
            {
496
                with (other)
497
                    scene = 67;
498
            }
499
        }
500
        break;
501
    case 67:
502
        cutscene_wait(0.5);
503
        break;
504
    case 68:
505
        var noise = instance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 40, -999990, obj_flowey_rooftop_noise);
506
        obj_flowey_rooftop_big.y = noise.y;
507
        obj_flowey_rooftop_big.image_alpha = 1;
508
        cutscene_advance();
509
        break;
510
    case 69:
511
        cutscene_wait(0.5);
512
        break;
513
    case 70:
514
        cutscene_music_start(620);
515
        break;
516
    case 71:
517
        if (!instance_exists(obj_dialogue_flowey_alone))
518
            msg = instance_create(x, y, obj_dialogue_flowey_alone);
519
        if (!global.dialogue_open)
520
        {
521
            cutscene_advance();
522
            return true;
523
        }
524
        var flowey_face;
525
        with (msg)
526
        {
527
            sndfnt = 96;
528
            message[0] = "* MMMmm I shoulda done this#  earlier, huh!";
529
            message[1] = "* Oh?";
530
            message[2] = "* You're still holding on? So#  stubborn!";
531
            message[3] = "* Lighten up a little, pal!";
532
            message[4] = "* You do know this didn't have to#  happen, right?";
533
            message[5] = "* We had a plan. A simple one.";
534
            message[6] = "* Go. To. ASGORE.";
535
            message[7] = "* But I guess you're too stupid#  to follow directions.";
536
            message[8] = "* Don't know why I thought this#  would end any differently...";
537
            if (global.meta_flowey_fight_count == 0)
538
            {
539
                message[9] = "* You've always been predictable.";
540
                message[10] = "* Oh? What do I mean? Well,#  buddy, let me show you!";
541
            }
542
            else
543
            {
544
                message[9] = "* You've always been#  predictable, heh.";
545
                message[10] = "* But enough about YOU.";
546
                message[11] = "* I wanna have a little fun#  before I absorb your SOUL for#  good!";
547
            }
548
            switch (message_current)
549
            {
550
                case 0:
551
                    flowey_face = 3144;
552
                    break;
553
                case 1:
554
                    flowey_face = 699;
555
                    break;
556
                case 2:
557
                    flowey_face = 2921;
558
                    break;
559
                case 3:
560
                    flowey_face = 1953;
561
                    break;
562
                case 4:
563
                    flowey_face = 1358;
564
                    break;
565
                case 5:
566
                    flowey_face = 1358;
567
                    break;
568
                case 6:
569
                    flowey_face = 3573;
570
                    break;
571
                case 7:
572
                    flowey_face = 2930;
573
                    break;
574
                case 8:
575
                    flowey_face = 2930;
576
                    break;
577
                case 9:
578
                    if (global.meta_flowey_fight_count == 0)
579
                        flowey_face = 2921;
580
                    else
581
                        flowey_face = 2921;
582
                    break;
583
                case 10:
584
                    if (global.meta_flowey_fight_count == 0)
585
                        flowey_face = 1953;
586
                    else
587
                        flowey_face = 2727;
588
                    break;
589
                case 11:
590
                    flowey_face = 3124;
591
                    break;
592
                default:
593
                    flowey_face = 1358;
594
                    break;
595
            }
596
            switch (message_current)
597
            {
598
                case 4:
599
                case 6:
600
                case 7:
601
                case 10:
602
                    if (other.noise_pop < message_current)
603
                    {
604
                        other.noise_pop = message_current;
605
                        instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise);
606
                    }
607
                    break;
608
            }
609
            if (message_current == 6)
610
            {
611
                sndfnt = 664;
612
                shake = true;
613
            }
614
            else
615
            {
616
                sndfnt = 96;
617
                shake = false;
618
            }
619
        }
620
        obj_flowey_rooftop_big.sprite_index = flowey_face;
621
        break;
622
    case 72:
623
        cutscene_wait(0.5);
624
        break;
625
    case 73:
626
        if (global.meta_flowey_fight_count > 0)
627
        {
628
            var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller);
629
            controller.scene = 95;
630
            obj_flowey_rooftop_big.persistent = true;
631
            room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room);
632
            global.battling_boss = true;
633
            global.battle_start = true;
634
            global.sound_carry_overworld = false;
635
            global.cutscene = true;
636
            global.battle_enemy_name = "flowey";
637
            obj_pl.image_alpha = 0;
638
            instance_destroy();
639
            exit;
640
        }
641
        audio_play_sound(mus_cymbal, 10, 0);
642
        cutscene_advance();
643
        break;
644
    case 74:
645
        if (!instance_exists(obj_flowey_rooftop_noise))
646
        {
647
            var rand = 50;
648
            if (irandom_range(1, 50) == 1)
649
                instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise);
650
        }
651
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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; }
(620, 1000);
652
        cutscene_screenshake(999, 1);
653
        if (draw_alpha_white < 1)
654
            draw_alpha_white += 0.007;
655
        else
656
            cutscene_advance();
657
        break;
658
    case 75:
659
        cutscene_wait(1);
660
        break;
661
    case 76:
662
        cutscene_change_room(222, 184, 651, 0.1);
663
        break;
664
}
665
if (scene >= 50 && scene <= 53 && !audio_is_playing(snd_flowey_laugh))
666
{
667
    if (obj_flowey_npc.sprite_index == spr_flowey_laughs || obj_flowey_npc.sprite_index == spr_flowey_rooftop_grows)
668
    {
669
        if (cutscene_npc_action_sprite_reverse(3194, 3150, 1, false))
670
            scene -= 1;
671
    }
672
}