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