if (live_call()) return global.live_result; switch (scene) { case 1: shake_int += 0.01; direction = point_direction(x, y, obj_player_npc.x, obj_player_npc.y); cutscene_wait(3.5); break; case 2: circle_alpha = 1; shake_int = 0; x = xstart; y = ystart; audio_play_sound(snd_undertale_flash, 1, 0); cutscene_advance(); break; case 3: cutscene_wait(1.5); break; case 4: approach_int += 0.1; if (place_meeting(x, y, obj_player_npc)) { approach_int = 0; cutscene_advance(); image_alpha = 0; clover_overlay_alpha = 1; audio_play_sound(snd_heal, 1, 0); } break; case 5: if (clover_overlay_alpha <= 0) instance_destroy(); break; } if (circle_alpha > 0) { circle_alpha -= 0.1; circle_radius += 5; } if (clover_overlay_alpha > 0) clover_overlay_alpha -= 0.15; else clover_overlay_alpha = 0; if (approach_int > 0) speed = approach_int;