if live_call() return global.live_result; switch scene { case 0: cutscene_wait(3) break case 1: cutscene_dialogue() with (msg) { text_speed = 0.5 talker[0] = 959 message[0] = "* This is the barrier." message[1] = "* This is what keeps us trapped# underground." message[2] = "* . . ." } break case 2: cutscene_wait(0.25) break case 3: cutscene_npc_direction(obj_asgore_npc, "right") break case 4: cutscene_wait(0.25) break case 5: cutscene_npc_direction(obj_asgore_npc, "down") break case 6: cutscene_wait(0.5) break case 7: cutscene_dialogue() with (msg) { text_speed = 0.5 talker[0] = 959 message[0] = "* I feel it is important# I show you something." prt[0] = 1803 } break case 8: with (obj_barrier_container) image_speed = 1 audio_play_sound(snd_undertale_appear, 1, 0) cutscene_advance() break case 9: cutscene_wait(4) break case 10: cutscene_npc_action_sprite(1168, 2751, 1, false) break case 11: cutscene_wait(0.5) obj_player_npc.xstart = obj_player_npc.x obj_player_npc.ystart = obj_player_npc.y break case 12: with (obj_player_npc) { x = xstart y = ystart y += random_range(-0.3, 0.3) x += random_range(-0.3, 0.3) } if cutscene_wait(1.5) { with (obj_player_npc) { x = xstart y = ystart } } break case 13: cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 634, 2) if (obj_player_npc.image_index >= 6) { obj_player_npc.image_speed = 0 obj_player_npc.image_index = 6 scr_audio_fade_out(obj_radio.current_song, 1500) scene = 14 } break case 14: cutscene_wait(2.5) break case 15: cutscene_dialogue() with (msg) { text_speed = 0.5 talker[0] = 959 message[0] = "* How tense..." message[1] = "* . . ." message[2] = "* The feeling you are# experiencing at this# moment." message[3] = "* I know it well." message[4] = "* The world can be a# cruel place." message[5] = "* It takes and gives as# it chooses." message[6] = "* But..." prt[0] = 1923 prt[1] = 1923 prt[2] = 3107 prt[3] = 3557 prt[4] = 3597 prt[5] = 3557 prt[6] = 1923 skippable = false message_timer = 30 if (message_current == 4 && (!audio_is_playing(mus_asgoreop))) audio_play_sound(mus_asgoreop, 1, 0) } break case 16: cutscene_wait(2) break case 17: cutscene_advance() break case 18: cutscene_dialogue() with (msg) { text_speed = 0.5 talker[0] = 959 message[0] = "* I suppose I have talked# long enough." message[1] = "* . . ." message[2] = "* I will make this quick." message[3] = "* No need to worry." prt[0] = 1923 prt[1] = 3597 prt[2] = 1703 prt[3] = 1703 skippable = false message_timer = 35 } break case 19: cutscene_wait(1) break case 20: cutscene_battle_initiate("asgore", true, false) break } depth = obj_pl.depth + 1