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gml_Object_obj_hotland_roof_cutscene_neutral_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
var text_var = 0;
4
if (global.player_level >= 3)
5
    text_var = 1;
6
if (global.player_level >= 6)
7
    text_var = 2;
8
if (global.dunes_flag[16] >= 2)
9
    text_var = 3;
10
var abandoned_geno = false;
11
if (global.geno_complete[3] == true && global.route != 3)
12
    abandoned_geno = true;
13
switch (scene)
14
{
15
    case 0:
16
        if (obj_pl.x < 400)
17
        {
18
            instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
19
            cutscene_advance();
20
        }
21
        break;
22
    case 1:
23
        cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up");
24
        break;
25
    case 2:
26
        if (cutscene_wait(1.5))
27
            cutscene_advance(2.5);
28
        break;
29
    case 2.5:
30
        if (cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y + 60, 1, "x", "up"))
31
            cutscene_advance(3);
32
        break;
33
    case 3:
34
        cutscene_camera_move(obj_martlet_npc.x, 300, 1);
35
        camera_set_view_speed(view_camera[0], -1, -1);
36
        break;
37
    case 4:
38
        cutscene_wait(0.5);
39
        break;
40
    case 5:
41
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y - 45, 1147);
42
        audio_play_sound(snd_encounter, 1, 0);
43
        break;
44
    case 6:
45
        cutscene_wait(1);
46
        break;
47
    case 7:
48
        cutscene_npc_direction(1164, "down");
49
        instance_destroy(obj_cutscene_ex);
50
        break;
51
    case 8:
52
        cutscene_wait(0.5);
53
        break;
54
    case 9:
55
        cutscene_dialogue();
56
        with (msg)
57
        {
58
            talker[0] = 1164;
59
            position = 0;
60
            switch (text_var)
61
            {
62
                case 0:
63
                    message[0] = "* Ah, you got my message!#  Great!";
64
                    prt[0] = 328;
65
                    break;
66
                case 1:
67
                case 2:
68
                    message[0] = "* Ah, you got my message.";
69
                    prt[0] = 321;
70
                    break;
71
                case 3:
72
                    message[0] = "* So you found me...";
73
                    prt[0] = 317;
74
                    break;
75
            }
76
        }
77
        break;
78
    case 10:
79
        cutscene_wait(0.5);
80
        break;
81
    case 11:
82
        if (text_var == 3)
83
            cutscene_advance(12);
84
        else
85
            cutscene_npc_direction(1164, "up");
86
        break;
87
    case 12:
88
        cutscene_camera_move(obj_martlet_npc.x, 260, 1);
89
        camera_set_view_speed(view_camera[0], -1, -1);
90
        break;
91
    case 13:
92
        if (text_var == 3)
93
            cutscene_wait(1);
94
        else
95
            cutscene_wait(0.5);
96
        break;
97
    case 14:
98
        cutscene_dialogue();
99
        with (msg)
100
        {
101
            color = true;
102
            col_modif[0] = 16776960;
103
            talker[0] = 1164;
104
            switch (text_var)
105
            {
106
                case 0:
107
                    message[0] = "* What a view...";
108
                    message[1] = "* That large facility in#  front of us is the#  CORE...";
109
                    message[2] = "* ...The main source of#  power for the#  Underground.";
110
                    message[3] = "* Behind that is New Home.#  The capital city.";
111
                    message_col[3][0] = "                 New Home                     ";
112
                    message[4] = "* ...King ASGORE's Castle.";
113
                    prt[0] = 328;
114
                    prt[1] = 321;
115
                    prt[2] = 321;
116
                    prt[3] = 338;
117
                    prt[4] = 329;
118
                    break;
119
                case 1:
120
                case 2:
121
                    message[0] = "* ...";
122
                    message[1] = "* That large facility in#  front of us is the#  CORE...";
123
                    message[2] = "* ...The main source of#  power for the#  Underground.";
124
                    message[3] = "* Behind that is New Home.#  The capital city.";
125
                    message_col[3][0] = "                 New Home                     ";
126
                    message[4] = "* ...King ASGORE's#  Castle.";
127
                    prt[0] = 321;
128
                    prt[1] = 321;
129
                    prt[2] = 338;
130
                    prt[3] = 321;
131
                    prt[4] = 317;
132
                    break;
133
                case 3:
134
                    message[0] = "* ...";
135
                    message[1] = "* My whole life...";
136
                    message[2] = "* My whole life I was#  taught that humans are#  the enemy.";
137
                    message[3] = "* And... it looks like#  they were right.";
138
                    message[4] = "* But even with that#  prejudice drilled into#  my mind...";
139
                    message[5] = "* I think I... I sense#  better in you.";
140
                    prt[0] = 315;
141
                    prt[1] = 315;
142
                    prt[2] = 336;
143
                    prt[3] = 336;
144
                    prt[4] = 317;
145
                    prt[5] = 329;
146
                    break;
147
            }
148
        }
149
        break;
150
    case 15:
151
        if (text_var == 3)
152
            cutscene_advance(19);
153
        else
154
            cutscene_wait(0.5);
155
        break;
156
    case 16:
157
        cutscene_npc_direction(1164, "down");
158
        break;
159
    case 17:
160
        cutscene_wait(1);
161
        break;
162
    case 18:
163
        cutscene_dialogue();
164
        with (msg)
165
        {
166
            talker[0] = 1164;
167
            switch (text_var)
168
            {
169
                case 0:
170
                    message[0] = "* Look, I haven't been#  100% honest with you...";
171
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy.";
172
                    message[2] = "* But you... you never#  really came across as#  such. ";
173
                    message[3] = "* Though...";
174
                    message[4] = "* During our journey, I#  did sense a faint,#  alarming aura in you.";
175
                    prt[0] = 317;
176
                    prt[1] = 329;
177
                    prt[2] = 320;
178
                    prt[3] = 329;
179
                    prt[4] = 317;
180
                    break;
181
                case 1:
182
                    message[0] = "* Look, I haven't been#  100% honest with you...";
183
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy.";
184
                    message[2] = "* And I'll admit, you're#  not shy about defending#  yourself.";
185
                    message[3] = "* During our journey, I#  sensed an alarming aura#  in you.";
186
                    prt[0] = 317;
187
                    prt[1] = 329;
188
                    prt[2] = 338;
189
                    prt[3] = 321;
190
                    break;
191
                case 2:
192
                    message[0] = "* Look, I haven't been#  100% honest with you...";
193
                    message[1] = "* My whole life, I was#  taught that humans are#  the enemy.";
194
                    message[2] = "* And... maybe they were#  right.";
195
                    message[3] = "* I've been trying my#  best to act nice but...";
196
                    message[4] = "* ...for a while now I've#  sensed an alarming aura#  in you.";
197
                    prt[0] = 321;
198
                    prt[1] = 321;
199
                    prt[2] = 338;
200
                    prt[3] = 338;
201
                    prt[4] = 317;
202
                    break;
203
            }
204
        }
205
        break;
206
    case 19:
207
        cutscene_wait(0.5);
208
        break;
209
    case 20:
210
        cutscene_npc_action_sprite(1164, 225, 1, true, 0);
211
        break;
212
    case 21:
213
        cutscene_dialogue();
214
        with (msg)
215
        {
216
            talker[0] = 1164;
217
            switch (text_var)
218
            {
219
                case 0:
220
                    message[0] = "* I had this backup plan#  in case you started a#  rampage but...";
221
                    message[1] = "* ...you never did.";
222
                    prt[0] = 317;
223
                    prt[1] = 329;
224
                    break;
225
                case 1:
226
                    message[0] = "* I had this backup plan#  in case you started a#  rampage but...";
227
                    message[1] = "* ...thankfully, you#  never did.";
228
                    prt[0] = 317;
229
                    prt[1] = 329;
230
                    break;
231
                case 2:
232
                    message[0] = "* I had this plan to stop#  your violence if needed.#  ";
233
                    message[1] = "* I'm...";
234
                    message[2] = "* ...I'm not sure if I#  should...";
235
                    message[3] = "* ...";
236
                    prt[0] = 317;
237
                    prt[1] = 338;
238
                    prt[2] = 329;
239
                    prt[3] = 317;
240
                    break;
241
                case 3:
242
                    message[0] = "* I had this plan to stop#  your rampage but...";
243
                    message[1] = "* ...I'm not sure if I#  should...";
244
                    message[2] = "* ...";
245
                    prt[0] = 321;
246
                    prt[1] = 338;
247
                    prt[2] = 329;
248
                    break;
249
            }
250
        }
251
        break;
252
    case 22:
253
        syringe_noloop = false;
254
        if (text_var == 2)
255
            cutscene_wait(1);
256
        else
257
            cutscene_wait(0.25);
258
        break;
259
    case 23:
260
        if (cutscene_npc_action_sprite(1164, 3670, 1, true, 0))
261
        {
262
            obj_martlet_npc.action_sprite = false;
263
            if (text_var != 3)
264
                cutscene_music_start(296);
265
            cutscene_advance(24);
266
        }
267
        if (syringe_noloop == false && obj_martlet_npc.image_index >= 8)
268
        {
269
            syringe_noloop = true;
270
            instance_create_depth(obj_martlet_npc.x - 12, obj_martlet_npc.y - 22, 150, obj_hotland_roof_syringe);
271
        }
272
        break;
273
    case 24:
274
        cutscene_wait(0.5);
275
        break;
276
    case 25:
277
        cutscene_dialogue();
278
        with (msg)
279
        {
280
            talker[0] = 1164;
281
            switch (text_var)
282
            {
283
                case 0:
284
                    message[0] = "* Phew... that feels#  liberating.";
285
                    message[1] = "* I'm so sorry for keeping#  that from you. You're a#  good kid.";
286
                    message[2] = "* Even so, there's another#  problem...";
287
                    message[3] = "* I don't think ASGORE#  would agree.";
288
                    message[4] = "* You see, he needs seven#  human SOULs to destroy#  the barrier.";
289
                    message[5] = "* So far he's collected#  five and he might try#  for another...";
290
                    message[6] = "* Now that we're this#  close...";
291
                    message[7] = "* I'm afraid there isn't a#  peaceful way of#  confronting him.";
292
                    message[8] = "* I'm sorry.";
293
                    prt[0] = 320;
294
                    prt[1] = 320;
295
                    prt[2] = 315;
296
                    prt[3] = 317;
297
                    prt[4] = 338;
298
                    prt[5] = 321;
299
                    prt[6] = 322;
300
                    prt[7] = 315;
301
                    prt[8] = 315;
302
                    if (message_current == 7)
303
                        obj_martlet_npc.npc_direction = "up";
304
                    break;
305
                case 1:
306
                    message[0] = "* Phew... that feels#  liberating.";
307
                    message[1] = "* I'm sorry for keeping#  that from you but you#  know how things are...";
308
                    message[2] = "* Even so, there's#  another problem...";
309
                    message[3] = "* ASGORE needs seven#  human SOULs to destroy#  the barrier.";
310
                    message[4] = "* So far he's collected#  five and I fear he'd try#  for another...";
311
                    message[5] = "* You might fight back#  and well...";
312
                    prt[0] = 320;
313
                    prt[1] = 317;
314
                    prt[2] = 338;
315
                    prt[3] = 338;
316
                    prt[4] = 321;
317
                    prt[5] = 329;
318
                    break;
319
                case 2:
320
                    message[0] = "* I just... can't do it.";
321
                    message[1] = "* You're a good kid deep#  down, I'm sure of it...";
322
                    message[2] = "* But truthfully, I can't#  allow you to visit#  ASGORE.";
323
                    message[3] = "* He only needs seven#  human SOULs to destroy#  the barrier.";
324
                    message[4] = "* So far he's collected#  five and I know he'd try#  for another.";
325
                    message[5] = "* You would fight back#  and well...";
326
                    prt[0] = 317;
327
                    prt[1] = 317;
328
                    prt[2] = 338;
329
                    prt[3] = 338;
330
                    prt[4] = 321;
331
                    prt[5] = 321;
332
                    break;
333
                case 3:
334
                    message[0] = "* I just... can't do it.";
335
                    message[1] = "* Gosh, I must be crazy!";
336
                    message[2] = "* ...";
337
                    message[3] = "* If you're going to#  shoot me, do it now.";
338
                    message[4] = "* You'll never get past#  ASGORE.";
339
                    message[5] = "* He's our only guiding#  light and not one to be#  snuffed out.";
340
                    message[6] = "* So go ahead... Mark#  your tally.";
341
                    message[7] = "* ...";
342
                    prt[0] = 329;
343
                    prt[1] = 338;
344
                    prt[2] = 329;
345
                    prt[3] = 321;
346
                    prt[4] = 321;
347
                    prt[5] = 321;
348
                    prt[6] = 321;
349
                    prt[7] = 321;
350
                    break;
351
            }
352
        }
353
        break;
354
    case 26:
355
        cutscene_wait(1);
356
        break;
357
    case 27:
358
        cutscene_dialogue();
359
        with (msg)
360
        {
361
            talker[0] = 1164;
362
            switch (text_var)
363
            {
364
                case 0:
365
                    message[0] = "* ...";
366
                    message[1] = "* I know this isn't the#  path you intended but...";
367
                    message[2] = "* Let's... put all this#  behind us.";
368
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood!";
369
                    message[4] = "* I'll teach you#  craftsmanship...";
370
                    message[5] = "* And you can teach me#  marksmanship!";
371
                    message[6] = "* You don't deserve to die#  this young.";
372
                    message[7] = "* ...";
373
                    message[8] = "* What do you say?";
374
                    prt[0] = 329;
375
                    prt[1] = 317;
376
                    prt[2] = 317;
377
                    prt[3] = 320;
378
                    prt[4] = 312;
379
                    prt[5] = 312;
380
                    prt[6] = 320;
381
                    prt[7] = 329;
382
                    prt[8] = 320;
383
                    ch_msg = 8;
384
                    ch[1] = "Sounds good";
385
                    ch[2] = "...Okay";
386
                    message[9] = "* Really???";
387
                    message[10] = "* Wow! We are going to#  have so much fun!";
388
                    message[11] = "* I promise this is the#  best outcome for both of#  us.";
389
                    message[12] = "* Well, \"roommate,\" let's#  go to Snowdin!";
390
                    prt[9] = 330;
391
                    prt[10] = 312;
392
                    prt[11] = 318;
393
                    prt[12] = 312;
394
                    if (message_current == 1)
395
                        obj_martlet_npc.npc_direction = "down";
396
                    if (message_current >= 7)
397
                        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);
398
                    break;
399
                case 1:
400
                    message[0] = "* ...";
401
                    message[1] = "* I know this isn't the#  path you intended but...";
402
                    message[2] = "* Let's... put all this#  behind us. End the#  conflict.";
403
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood.";
404
                    message[4] = "* You don't deserve to#  die this young.";
405
                    message[5] = "* ...";
406
                    message[6] = "* What do you say?";
407
                    prt[0] = 338;
408
                    prt[1] = 321;
409
                    prt[2] = 320;
410
                    prt[3] = 320;
411
                    prt[4] = 329;
412
                    prt[5] = 317;
413
                    prt[6] = 320;
414
                    ch_msg = 6;
415
                    ch[1] = "Wouldn't\nhurt";
416
                    ch[2] = "...Okay";
417
                    message[7] = "* Thanks a bunch, Clover!";
418
                    message[8] = "* ...";
419
                    message[9] = "* Hey, smile a little!#  This is a new beginning!";
420
                    message[10] = "* C'mon, \"roommate\",#  let's go to Snowdin!";
421
                    prt[7] = 320;
422
                    prt[8] = 320;
423
                    prt[9] = 312;
424
                    prt[10] = 328;
425
                    if (message_current == 1)
426
                        obj_martlet_npc.npc_direction = "down";
427
                    if (message_current >= 5)
428
                        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);
429
                    break;
430
                case 2:
431
                    message[0] = "* ...";
432
                    message[1] = "* I'm not certain this is#  the right decision#  but...";
433
                    message[2] = "* Let's... put all this#  behind us. End the#  conflict.";
434
                    message[3] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood.";
435
                    message[4] = "* You've gone through so#  much. More than any#  child should.";
436
                    message[5] = "* I believe you can#  change for the better.";
437
                    message[6] = "* ...";
438
                    message[7] = "* What do you say?";
439
                    prt[0] = 321;
440
                    prt[1] = 338;
441
                    prt[2] = 320;
442
                    prt[3] = 320;
443
                    prt[4] = 317;
444
                    prt[5] = 320;
445
                    prt[6] = 329;
446
                    prt[7] = 320;
447
                    ch_msg = 7;
448
                    ch[1] = "...";
449
                    ch[2] = "...Okay";
450
                    if (outcome == 1)
451
                    {
452
                        message[8] = "* I understand if you're#  hesitant but please...#  trust me...";
453
                        prt[8] = 320;
454
                    }
455
                    if (outcome == 2)
456
                    {
457
                        message[8] = "* Thank you, Clover.";
458
                        prt[8] = 320;
459
                    }
460
                    message[9] = "* This is the best#  outcome for everyone.";
461
                    message[10] = "* ...";
462
                    message[11] = "* Well, \"roommate\", let's#  go to Snowdin.";
463
                    prt[9] = 320;
464
                    prt[10] = 338;
465
                    prt[11] = 328;
466
                    if (message_current == 1)
467
                        obj_martlet_npc.npc_direction = "down";
468
                    if (message_current >= 6)
469
                        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);
470
                    break;
471
                case 3:
472
                    message[0] = "* ...";
473
                    message[1] = "* You're... not attacking#  me...?";
474
                    message[2] = "* Okay...";
475
                    message[3] = "* ...";
476
                    message[4] = "* I'm not certain this is#  the right decision#  but...";
477
                    message[5] = "* Let's... put all this#  behind us. End the#  conflict.";
478
                    message[6] = "* You can come stay with#  me. Live out a happy,#  violence-free childhood.";
479
                    message[7] = "* You've gone through so#  much. More than any#  child should.";
480
                    message[8] = "* I think... I hope...#  you can change for the#  better.";
481
                    message[9] = "* ...";
482
                    message[10] = "* ...What do you say?";
483
                    prt[0] = 321;
484
                    prt[1] = 317;
485
                    prt[2] = 317;
486
                    prt[3] = 329;
487
                    prt[4] = 329;
488
                    prt[5] = 317;
489
                    prt[6] = 317;
490
                    prt[7] = 329;
491
                    prt[8] = 320;
492
                    prt[9] = 329;
493
                    prt[10] = 320;
494
                    ch_msg = 10;
495
                    ch[1] = "...";
496
                    ch[2] = "...Okay";
497
                    if (outcome == 1)
498
                    {
499
                        message[11] = "* I understand if you're#  hesitant but please...#  trust me...";
500
                        prt[11] = 320;
501
                    }
502
                    if (outcome == 2)
503
                    {
504
                        message[11] = "* Thank you, Clover.";
505
                        prt[11] = 320;
506
                    }
507
                    message[12] = "* This is the best#  outcome for everyone.";
508
                    message[13] = "* ...";
509
                    message[14] = "* Well... let's go to#  Snowdin.";
510
                    prt[12] = 320;
511
                    prt[13] = 338;
512
                    prt[14] = 328;
513
                    if (message_current == 1)
514
                        obj_martlet_npc.npc_direction = "down";
515
                    if (message_current >= 9)
516
                        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);
517
                    break;
518
            }
519
        }
520
        break;
521
    case 28:
522
        cutscene_npc_walk_relative(1164, 0, 20, 1, "y", "down");
523
        break;
524
    case 29:
525
        cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y, 2894);
526
        break;
527
    case 30:
528
        break;
529
    case 31:
530
        cutscene_wait(1);
531
        break;
532
    case 32:
533
        cutscene_dialogue_dark();
534
        with (msg)
535
        {
536
            sndfnt = 102;
537
            switch (text_var)
538
            {
539
                case 0:
540
                case 1:
541
                    message[0] = "  W-What is this?";
542
                    message[1] = "  Clover...?";
543
                    message[2] = "  W-Why would you...";
544
                    break;
545
                case 2:
546
                case 3:
547
                    message[0] = "  W-What is this?";
548
                    message[1] = "  Clover...?";
549
                    message[2] = "  I should've k-known...";
550
                    break;
551
            }
552
        }
553
        break;
554
    case 33:
555
        obj_hotland_roof_martlet_vine.scene++;
556
        cutscene_advance();
557
        break;
558
    case 34:
559
        break;
560
    case 35:
561
        cutscene_wait(1.5);
562
        break;
563
    case 36:
564
        cutscene_music_start(38);
565
        break;
566
    case 37:
567
        if (cutscene_dialogue())
568
        {
569
            if (abandoned_geno)
570
                instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop);
571
        }
572
        if (abandoned_geno == false)
573
        {
574
            with (msg)
575
            {
576
                var message_insert = 2;
577
                talker[0] = 3194;
578
                message[0] = "* You gotta be kidding me!";
579
                message[1] = "* I just knew something#  like this would happen!";
580
                prt[0] = 351;
581
                prt[1] = 351;
582
                if (global.save_count > 0)
583
                {
584
                    message_insert = 2;
585
                    message[2] = "* And after all we've been#  through...";
586
                    prt[2] = 356;
587
                }
588
                else
589
                {
590
                    message_insert = 4;
591
                    message[2] = "* Our friendship was#  always one sided, wasn't#  it?";
592
                    message[3] = "* After all, you never#  bothered to save even#  ONCE!";
593
                    message[4] = "* Still...";
594
                    prt[2] = 3382;
595
                    prt[3] = 3382;
596
                    prt[4] = 351;
597
                }
598
                message[message_insert + 1] = "* I tried for so long.";
599
                message[message_insert + 2] = "* I tried to uphold a#  friendly persona but#  wow...";
600
                message[message_insert + 3] = "* You really brought me to#  my limit!";
601
                message[message_insert + 4] = "* Though, I gotta say, it#  did feel good to finally#  SNAP, ya know?";
602
                message[message_insert + 5] = "* She never saw it coming!";
603
                message[message_insert + 6] = "* Best of all, she thought#  YOU betrayed her in the#  end!";
604
                message[message_insert + 7] = "* What an IDIOT!";
605
                message[message_insert + 8] = "* I bet she even-   ";
606
                prt[message_insert + 1] = 351;
607
                prt[message_insert + 2] = 351;
608
                prt[message_insert + 3] = 351;
609
                prt[message_insert + 4] = 2165;
610
                prt[message_insert + 5] = 3789;
611
                prt[message_insert + 6] = 2165;
612
                prt[message_insert + 7] = 2165;
613
                prt[message_insert + 8] = 349;
614
                sndfnt_array[0] = 96;
615
                sndfnt_array[message_insert + 4] = 664;
616
                sndfnt_array[message_insert + 8] = 96;
617
                if (message_current == (message_insert + 8))
618
                {
619
                    if (cutoff >= string_length(message[message_current]))
620
                    {
621
                        instance_create_depth(obj_pl.x, obj_pl.y, -1000, obj_heart_initiate_battle_flowey_rooftop);
622
                        instance_destroy();
623
                        global.dialogue_open = false;
624
                        other.scene++;
625
                    }
626
                    skippable = false;
627
                }
628
            }
629
        }
630
        else
631
        {
632
            with (msg)
633
            {
634
                talker[0] = 3194;
635
                message[0] = "* Oops! Got to her first!";
636
                message[1] = "* Though I must say...";
637
                message[2] = "* The whole “false sense#  of security” bit? Very#  clever.";
638
                message[3] = "* ...";
639
                message[4] = "* No way...";
640
                message[5] = "* Don't tell me you were#  ACTUALLY trying to turn#  this around.";
641
                message[6] = "* After what you did to#  all those poor monsters?";
642
                message[7] = "* Hahahaha!!!";
643
                message[8] = "* That's just too funny!";
644
                message[9] = "* I don't care how#  mind-numbingly#  sympathetic she was...";
645
                message[10] = "* There is no ticket to#  redemption for your#  actions.";
646
                message[11] = "* ...Oh, right!";
647
                message[12] = "* Surprise! I betrayed#  you!";
648
                message[13] = "* Real sorry, but hey,#  thanks for abandoning#  your rampage!";
649
                message[14] = "* You were gettin' pretty#  strong for a second#  there.";
650
                message[15] = "* I'm not usually the#  worrying type but whew!";
651
                message[16] = "* Dodged a bullet! Haha!";
652
                prt[0] = 349;
653
                prt[1] = 353;
654
                prt[2] = 349;
655
                prt[3] = 348;
656
                prt[4] = 352;
657
                prt[5] = 357;
658
                prt[6] = 353;
659
                prt[7] = 3738;
660
                prt[8] = 3148;
661
                prt[9] = 347;
662
                prt[10] = 348;
663
                prt[11] = 348;
664
                prt[12] = 349;
665
                prt[13] = 347;
666
                prt[14] = 3251;
667
                prt[15] = 354;
668
                prt[16] = 357;
669
                sndfnt = 96;
670
            }
671
        }
672
        break;
673
    case 38:
674
        cutscene_advance();
675
        break;
676
    case 39:
677
        if (!instance_exists(obj_heart_initiate_battle_flowey_rooftop))
678
            cutscene_advance();
679
        break;
680
    case 40:
681
        audio_play_sound(snd_fail, 1, 0);
682
        cutscene_instance_create(0, 0, 598);
683
        instance_create(0, 0, obj_flowey_battle_screen_glitch_fight);
684
        break;
685
    case 41:
686
        cutscene_wait(1);
687
        break;
688
    case 42:
689
        cutscene_dialogue();
690
        with (msg)
691
        {
692
            talker[0] = 3194;
693
            if (abandoned_geno == false)
694
            {
695
                message[0] = "* Nuh-uh-uh!";
696
                message[1] = "* Trigger-happy are we?";
697
                message[2] = "* I think you forgot who's#  in charge here.";
698
                prt[0] = 3251;
699
                prt[1] = 349;
700
                prt[2] = 349;
701
            }
702
            else
703
            {
704
                message[0] = "* Whoa! Make that two!";
705
                message[1] = "* Trigger-happy are we?";
706
                message[2] = "* I think you forgot#  who's in charge here.";
707
                prt[0] = 347;
708
                prt[1] = 348;
709
                prt[2] = 349;
710
            }
711
        }
712
        break;
713
    case 43:
714
        var xx = obj_pl.x;
715
        var yy = obj_pl.y;
716
        var offset = 14;
717
        audio_play_sound(snd_undertale_appear, 1, 0);
718
        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);
719
        instance_create_depth(xx - (offset * 1.5), yy, depth - 2, obj_hotland_roof_flowey_pellets);
720
        instance_create_depth(xx - offset, yy - offset, depth - 2, obj_hotland_roof_flowey_pellets);
721
        instance_create_depth(xx, yy - (offset * 1.5), depth - 2, obj_hotland_roof_flowey_pellets);
722
        instance_create_depth(xx + offset, yy + offset, depth - 2, obj_hotland_roof_flowey_pellets);
723
        instance_create_depth(xx + (offset * 1.5), yy, depth - 2, obj_hotland_roof_flowey_pellets);
724
        instance_create_depth(xx + offset, yy - offset, depth - 2, obj_hotland_roof_flowey_pellets);
725
        instance_create_depth(xx, yy + (offset * 1.5), depth - 2, obj_hotland_roof_flowey_pellets);
726
        instance_create_depth(xx - offset, yy + offset, depth - 2, obj_hotland_roof_flowey_pellets);
727
        cutscene_advance();
728
        break;
729
    case 44:
730
        cutscene_wait(1);
731
        break;
732
    case 45:
733
        cutscene_dialogue();
734
        with (msg)
735
        {
736
            talker[0] = 3194;
737
            message[0] = "* We had a nice run,#  didn't we?";
738
            prt[0] = 348;
739
        }
740
        break;
741
    case 46:
742
        with (obj_hotland_roof_flowey_pellets)
743
            scene = 1;
744
        cutscene_advance();
745
        break;
746
    case 47:
747
        cutscene_wait(1.5);
748
        break;
749
    case 48:
750
        cutscene_dialogue();
751
        with (msg)
752
        {
753
            talker[0] = 3194;
754
            message[0] = "* Too bad I won't#  miss it.";
755
            prt[0] = 2165;
756
            sndfnt = 664;
757
        }
758
        break;
759
    case 49:
760
        if (cutscene_npc_action_sprite(3194, 3150, 1, true, 1))
761
        {
762
            obj_flowey_npc.action_sprite_stop = false;
763
            obj_flowey_npc.action_sprite = true;
764
            obj_flowey_npc.sprite_index = spr_flowey_laughs;
765
            obj_flowey_npc.image_speed = 1;
766
            obj_flowey_npc.image_index = 0;
767
            obj_player_npc.xstart = obj_player_npc.x;
768
            obj_player_npc.ystart = obj_player_npc.y;
769
            clover_shake = true;
770
            audio_play_sound(snd_flowey_laugh, 1, 0);
771
            alarm[0] = 15;
gml_Object_obj_hotland_roof_cutscene_neutral_Alarm_0.gml

audio_play_sound(mus_missing_inaction, 1, 0); with (obj_hotland_roof_flowey_pellets) scene = 4;
772
        }
773
        break;
774
    case 50:
775
        obj_player_npc.npc_dynamic_depth = false;
776
        obj_player_npc.depth = depth - 1;
777
        obj_flowey_npc.npc_dynamic_depth = false;
778
        obj_flowey_npc.depth = depth - 1;
779
        if (!instance_exists(obj_hotland_roof_flowey_pellets))
780
        {
781
            instance_destroy(obj_player_npc);
782
            obj_pl.image_alpha = 0;
783
            obj_flowey_npc.image_alpha = 0;
784
            var heart = instance_create_depth(obj_pl.x, obj_pl.y, -10000, obj_heart_flowey_rooftop);
785
            heart.image_alpha = 0;
786
            audio_play_sound(snd_hurt, 1, 0);
787
            cutscene_advance();
788
        }
789
        else if (instance_exists(obj_hotland_roof_flowey_pellets) && obj_hotland_roof_flowey_pellets.scene >= 4)
790
        {
791
            if (draw_alpha < 0.99)
792
                draw_alpha = lerp(draw_alpha, 1, 0.04);
793
            else
794
                draw_alpha = 1;
795
        }
796
        break;
797
    case 51:
798
        if (cutscene_wait(2))
799
        {
800
            if (!texture_is_ready("BattleHotlandFloweyPhase1"))
801
                texture_prefetch("BattleHotlandFloweyPhase1");
802
        }
803
        break;
804
    case 52:
805
        if (obj_heart_flowey_rooftop.image_alpha < 0.99)
806
            obj_heart_flowey_rooftop.image_alpha += 0.05;
807
        else
808
            cutscene_advance();
809
        break;
810
    case 53:
811
        cutscene_wait(3.5);
812
        break;
813
    case 54:
814
        if (obj_flowey_npc.image_alpha >= 1)
815
            cutscene_wait(1.5);
816
        else
817
            obj_flowey_npc.image_alpha += 0.05;
818
        break;
819
    case 55:
820
        obj_heart_flowey_rooftop.waiter = 1;
821
        instance_create_depth(obj_flowey_npc.x - 1, obj_flowey_npc.y + 9, obj_flowey_npc.depth - 10001, obj_hotland_roof_soul_grab);
822
        cutscene_advance();
823
        break;
824
    case 56:
825
        var img_index = obj_hotland_roof_soul_grab.image_index;
826
        if (img_index >= 15)
827
            obj_heart_flowey_rooftop.image_alpha = 0;
828
        if (img_index >= 19)
829
            draw_alpha_white = (img_index - 19) / (obj_hotland_roof_soul_grab.image_number - 1 - 19);
830
        if (img_index >= (obj_hotland_roof_soul_grab.image_number - 1))
831
        {
832
            obj_hotland_roof_soul_grab.image_speed = 0;
833
            cutscene_advance();
834
        }
835
        break;
836
    case 57:
837
        instance_destroy(obj_flowey_npc);
838
        instance_destroy(obj_hotland_roof_soul_grab);
839
        global.hotland_flag[12] = 1;
840
        scr_savegame
scr_savegame

function scr_savegame() { if (file_exists("Save.sav")) file_delete("Save.sav"); ini_open("Save.sav"); var SavedRoom = room_get_name(room); ini_write_string("Save1", "room", SavedRoom); ini_write_real("Save1", "pX", obj_pl.x); ini_write_real("Save1", "pY", obj_pl.y); ini_write_real("Save1", "dir", obj_pl.direction); SavedRoom = room; ini_write_real("Save1", "HP", global.current_hp_self); ini_write_real("Save1", "MAXHP", global.max_hp_self); ini_write_real("Save1", "PP", global.current_pp_self); ini_write_real("Save1", "MAXPP", global.max_pp_self); ini_write_real("Save1", "SP", global.current_sp_self); ini_write_real("Save1", "MAXSP", global.max_sp_self); ini_write_real("Save1", "RP", global.current_rp_self); ini_write_real("Save1", "MAXRP", global.max_rp_self); ini_write_real("Save1", "AT - Primary", global.player_attack); ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack); ini_write_real("Save1", "DFP", global.player_defense); ini_write_real("Save1", "DFS", global.player_armor_modifier_defense); ini_write_real("Save1", "LV", global.player_level); ini_write_real("Save1", "EXP", global.player_exp); ini_write_real("Save1", "Gold", global.player_gold); ini_write_string("Save1", "Armor", global.player_armor); ini_write_string("Save1", "Weapon", global.player_weapon); ini_write_string("Save1", "Ammo", global.player_weapon_modifier); ini_write_string("Save1", "Accessory", global.player_armor_modifier); ini_write_string("Save1", "rmName", global.saveroom); ini_write_string("Save1", "playerSprite", global.player_sprites); ini_write_real("Save1", "playerCanRun", global.player_can_run); if (global.party_member == -4) ini_write_string("Save1", "Follower", "noone"); else ini_write_string("Save1", "Follower", object_get_name(global.party_member)); ini_write_real("Save1", "Satchel", global.player_has_satchel); ini_write_real("Save1", "FTravel", global.player_can_travel); scr_determine_playtime(); ini_write_real("Playtime", "Seconds", global.elapsed_seconds); var ds_list_encounters = ds_list_write(global.encounter_list); ini_write_string("Encounters", "0", ds_list_encounters); var ds_list_steal = ds_list_write(global.steal_list); ini_write_string("Steal", "0", ds_list_steal); var ds_list_fasttravel = ds_list_write(global.fast_travel_list); ini_write_string("FastTravel", "0", ds_list_fasttravel); var inv1 = global.item_slot[1]; ini_write_string("Items", "00", global.item_slot[1]); ini_write_string("Items", "01", global.item_slot[2]); ini_write_string("Items", "02", global.item_slot[3]); ini_write_string("Items", "03", global.item_slot[4]); ini_write_string("Items", "04", global.item_slot[5]); ini_write_string("Items", "05", global.item_slot[6]); ini_write_string("Items", "06", global.item_slot[7]); ini_write_string("Items", "07", global.item_slot[8]); var ds_list_string = ds_list_write(global.box_slot_list); ini_write_string("DBox", "0", ds_list_string); ini_write_real("Misc", "01", global.tinypuzzle); for (var i = 0; i < array_length_1d(global.ruins_flag); i++) ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]); for (var i = 0; i < array_length_1d(global.flag); i++) ini_write_real("Flags", string(i), global.flag[i]); for (var i = 0; i < array_length_1d(global.snowdin_flag); i++) ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]); for (var i = 0; i < array_length_1d(global.dunes_flag); i++) ini_write_real("DunesFlags", string(i), global.dunes_flag[i]); for (var i = 0; i < array_length_1d(global.dunes_flag_ext); i++) ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]); for (var i = 0; i < array_length_1d(global.sworks_flag); i++) ini_write_real("SworksFlags", string(i), global.sworks_flag[i]); ini_write_string("SworksFlags", "code", global.factory_code); ds_list_string = ds_list_write(global.factory_code_2); ini_write_string("SworksFlags", "code2", ds_list_string); ini_write_string("SworksFlags", "code3", global.factory_code_3); ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count); for (var i = 0; i < global.sworks_robot_count; i++) { ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]); ini_write_real("RbX", string(i), global.sworks_robot_x[i]); ini_write_real("RbY", string(i), global.sworks_robot_y[i]); ini_write_real("RbD", string(i), global.sworks_robot_depth[i]); ini_write_real("RbS", string(i), global.sworks_robot_scale[i]); ini_write_real("RbA", string(i), global.sworks_robot_angle[i]); } ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)); for (var i = 0; i < array_length_1d(global.item_stock); i++) ini_write_real("ItemStock", string(i), global.item_stock[i]); for (var i = 0; i < array_length_1d(global.hotland_flag); i++) ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]); for (var i = 0; i < array_length_1d(global.flowey_flag); i++) ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]); ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number); ini_write_real("FloweyFlags", "savecount", global.save_count); for (var i = 0; i < array_length_1d(global.extra_flag); i++) ini_write_real("ExtraFlags", string(i), global.extra_flag[i]); for (var i = 0; i < array_length_1d(global.mail_flag); i++) ini_write_real("MailFlags", string(i), global.mail_flag[i]); ds_list_string = ds_list_write(global.mail_list); ini_write_string("Mail", "0", ds_list_string); ds_list_string = ds_list_write(global.mail_unclaimed_list); ...
();
841
        cutscene_advance();
842
        break;
843
    case 58:
844
        cutscene_wait(3);
845
        break;
846
    case 59:
847
        draw_alpha_white = lerp(draw_alpha_white, 0, 0.05);
848
        if (draw_alpha_white < 0.01)
849
        {
850
            draw_alpha_white = 0;
851
            cutscene_advance();
852
        }
853
        break;
854
    case 60:
855
        cutscene_wait(1);
856
        if (!instance_exists(obj_player_npc))
857
        {
858
            instance_create_depth(205, camera_get_view_y(view_camera[0]) + 140, obj_pl.depth, obj_player_npc);
859
            obj_player_npc.image_alpha = 0;
860
        }
861
        break;
862
    case 61:
863
        draw_clover_yellow_alpha = lerp(draw_clover_yellow_alpha, 1, 0.03);
864
        if (draw_clover_yellow_alpha > 0.99)
865
        {
866
            draw_clover_yellow_alpha = 1;
867
            cutscene_advance();
868
        }
869
        break;
870
    case 62:
871
        cutscene_wait(1);
872
        break;
873
    case 63:
874
        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);
875
        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);
876
        cutscene_advance();
877
        noise_pop = 0;
878
        break;
879
    case 64:
880
        cutscene_wait(1);
881
        break;
882
    case 65:
883
        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);
884
        obj_flowey_rooftop_big.image_alpha = 0;
885
        cutscene_advance();
886
        break;
887
    case 66:
888
        with (obj_player_npc)
889
        {
890
            if (y < (camera_get_view_y(view_camera[0]) + 180))
891
            {
892
                y += 5;
893
            }
894
            else
895
            {
896
                with (other)
897
                    scene = 67;
898
            }
899
        }
900
        break;
901
    case 67:
902
        cutscene_wait(0.5);
903
        break;
904
    case 68:
905
        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);
906
        obj_flowey_rooftop_big.y = noise.y;
907
        obj_flowey_rooftop_big.image_alpha = 1;
908
        cutscene_advance();
909
        break;
910
    case 69:
911
        cutscene_wait(0.5);
912
        break;
913
    case 70:
914
        cutscene_music_start(620);
915
        break;
916
    case 71:
917
        if (!instance_exists(obj_dialogue_flowey_alone))
918
            msg = instance_create(x, y, obj_dialogue_flowey_alone);
919
        if (!global.dialogue_open)
920
        {
921
            cutscene_advance();
922
            return true;
923
        }
924
        var flowey_face;
925
        with (msg)
926
        {
927
            sndfnt = 96;
928
            message[0] = "* MMMmm I shoulda done this#  earlier, huh!";
929
            message[1] = "* Oh?";
930
            message[2] = "* You're still holding on? So#  stubborn!";
931
            message[3] = "* Lighten up a little, pal!";
932
            message[4] = "* You do know this didn't have to#  happen, right?";
933
            message[5] = "* We had a plan. A simple one.";
934
            message[6] = "* Go. To. ASGORE.";
935
            message[7] = "* But I guess you're too stupid#  to follow directions.";
936
            message[8] = "* Don't know why I thought this#  would end any differently...";
937
            if (global.meta_flowey_fight_count == 0)
938
            {
939
                message[9] = "* You've always been predictable.";
940
                message[10] = "* Oh? What do I mean? Well,#  buddy, let me show you!";
941
            }
942
            else
943
            {
944
                message[9] = "* You've always been#  predictable, heh.";
945
                message[10] = "* But enough about YOU.";
946
                message[11] = "* I wanna have a little fun#  before I absorb your SOUL for#  good!";
947
            }
948
            switch (message_current)
949
            {
950
                case 0:
951
                    flowey_face = 3144;
952
                    break;
953
                case 1:
954
                    flowey_face = 699;
955
                    break;
956
                case 2:
957
                    flowey_face = 2921;
958
                    break;
959
                case 3:
960
                    flowey_face = 1953;
961
                    break;
962
                case 4:
963
                    flowey_face = 1358;
964
                    break;
965
                case 5:
966
                    flowey_face = 1358;
967
                    break;
968
                case 6:
969
                    flowey_face = 3573;
970
                    break;
971
                case 7:
972
                    flowey_face = 2930;
973
                    break;
974
                case 8:
975
                    flowey_face = 2930;
976
                    break;
977
                case 9:
978
                    if (global.meta_flowey_fight_count == 0)
979
                        flowey_face = 2921;
980
                    else
981
                        flowey_face = 2921;
982
                    break;
983
                case 10:
984
                    if (global.meta_flowey_fight_count == 0)
985
                        flowey_face = 1953;
986
                    else
987
                        flowey_face = 2727;
988
                    break;
989
                case 11:
990
                    flowey_face = 3124;
991
                    break;
992
                default:
993
                    flowey_face = 1358;
994
                    break;
995
            }
996
            switch (message_current)
997
            {
998
                case 4:
999
                case 6:
1000
                case 7:
1001
                case 10:
1002
                    if (other.noise_pop < message_current)
1003
                    {
1004
                        other.noise_pop = message_current;
1005
                        instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise);
1006
                    }
1007
                    break;
1008
            }
1009
            if (message_current == 6)
1010
            {
1011
                sndfnt = 664;
1012
                shake = true;
1013
            }
1014
            else
1015
            {
1016
                sndfnt = 96;
1017
                shake = false;
1018
            }
1019
        }
1020
        obj_flowey_rooftop_big.sprite_index = flowey_face;
1021
        break;
1022
    case 72:
1023
        cutscene_wait(0.5);
1024
        break;
1025
    case 73:
1026
        if (global.meta_flowey_fight_count > 0)
1027
        {
1028
            var controller = instance_create_depth(0, 0, -9999, obj_flowey_world_controller);
1029
            controller.scene = 95;
1030
            obj_flowey_rooftop_big.persistent = true;
1031
            obj_flowey_rooftop_big.image_xscale_base *= 2;
1032
            obj_flowey_rooftop_big.image_yscale_base *= 2;
1033
            obj_flowey_rooftop_big.x = 320;
1034
            obj_flowey_rooftop_big.y = 80;
1035
            room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room);
1036
            global.battling_boss = true;
1037
            global.battle_start = true;
1038
            global.sound_carry_overworld = false;
1039
            global.cutscene = true;
1040
            global.battle_enemy_name = "flowey";
1041
            obj_pl.image_alpha = 0;
1042
            global.player_can_run = true;
1043
            instance_destroy();
1044
            exit;
1045
        }
1046
        audio_play_sound(mus_cymbal, 10, 0);
1047
        cutscene_advance();
1048
        break;
1049
    case 74:
1050
        if (!instance_exists(obj_flowey_rooftop_noise))
1051
        {
1052
            var rand = 50;
1053
            if (irandom_range(1, 50) == 1)
1054
                instance_create_depth(obj_flowey_rooftop_big.x, obj_flowey_rooftop_big.y, -999990, obj_flowey_rooftop_noise);
1055
        }
1056
        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);
1057
        cutscene_screenshake(999, 1);
1058
        if (draw_alpha_white < 1)
1059
            draw_alpha_white += 0.007;
1060
        else
1061
            cutscene_advance();
1062
        break;
1063
    case 75:
1064
        cutscene_wait(1);
1065
        break;
1066
    case 76:
1067
        cutscene_change_room(222, 184, 651, 0.1);
1068
        break;
1069
}
1070
if (scene >= 50 && scene <= 53 && !audio_is_playing(snd_flowey_laugh))
1071
{
1072
    if (obj_flowey_npc.sprite_index == spr_flowey_laughs || obj_flowey_npc.sprite_index == spr_flowey_rooftop_grows)
1073
    {
1074
        if (cutscene_npc_action_sprite_reverse(3194, 3150, 1, false))
1075
            scene -= 1;
1076
    }
1077
}
1078
if (clover_shake == true)
1079
{
1080
    if (!instance_exists(obj_player_npc))
1081
    {
1082
        clover_shake = false;
1083
        exit;
1084
    }
1085
    obj_player_npc.x = obj_player_npc.xstart;
1086
    obj_player_npc.y = obj_player_npc.ystart;
1087
    obj_player_npc.x += random_range(-0.5, 0.5);
1088
    obj_player_npc.y += random_range(-0.5, 0.5);
1089
}