if live_call() return global.live_result; switch scene { case 0: if (obj_pl.y <= 980) { obj_pl.direction = 90 cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) scr_audio_fade_out(obj_radio.bgm, 1000) } break case 1: cutscene_npc_walk(1168, 1140, obj_player_npc.y, 3, "x", "up") break case 2: cutscene_camera_move(actor_martlet.x, 930, 2) break case 3: cutscene_instance_create(actor_martlet.x, (actor_martlet.y - 45), obj_cutscene_ex) break case 4: cutscene_wait(1) break case 5: instance_destroy(obj_cutscene_ex) cutscene_npc_direction(actor_martlet, "down") break case 6: cutscene_wait(0.5) break case 7: cutscene_dialogue() with (msg) { sndfnt = 102 message[0] = "* ...Clover?" message[1] = "* Clover!!! It is you!" message[2] = "* I can't believe it!" message[3] = "* Come here!" position = 0 } break case 8: cutscene_npc_walk(actor_martlet, 1140, (obj_pl.y - 12), 3, "y", "down") break case 9: obj_player_npc.image_alpha = 0 if cutscene_npc_action_sprite(actor_martlet, 1465, 1, false) obj_player_npc.image_alpha = 1 break case 10: cutscene_wait(1.5) break case 11: cutscene_dialogue() with (msg) { sndfnt = 102 message[0] = "* I was so scared! " message[1] = "* This place..." message[2] = "* It's Snowdin right? Sure looks# like it." message[3] = "* I haven't the slightest clue# what's going on here." message[4] = "* The last thing I remember was# us talking on that rooftop..." message[5] = "* Oh yeah! We were going to my# house!" message[6] = "* I don't quite know where it is# from here but we'll search# together!" message[7] = "* I'm so happy I found you!" message[8] = "* So happy I found you." message[9] = "* I found you." } break case 12: cutscene_npc_action_sprite(actor_martlet, 3743, 1, true, 0) break case 13: cutscene_dialogue() with (msg) { sndfnt = 102 message[0] = "* I F O U N D Y O U . " skippable = false if (cutoff >= string_length(message[message_current])) { with (obj_martlet_npc) { action_sprite = true audio_play_sound(snd_flowey_martlet_melt, 1, 0) sprite_index = spr_martlet_flowey_melt image_speed = 1 image_index = 0 obj_battle_flashback_07_controller.scene++ } } } break case 14: with (obj_martlet_npc) { if (image_index >= (image_number - 1)) { image_index = image_number - 1 image_speed = 0 global.dialogue_open = false other.scene++ } } break case 15: cutscene_camera_move(obj_pl.x, obj_pl.y, 1) break case 16: global.player_can_run = true instance_destroy(obj_player_npc) camera_set_view_target(view_camera[0], 1031) scr_cutscene_end() scr_radio_restart() scene++ break case 17: break }