if live_call() return global.live_result; switch scene { case 0: cutscene_wait(1) break case 1: cutscene_npc_walk(1164, 160, 380, 2, "x", "up") cutscene_wait(0.25) break case 2: cutscene_npc_walk(1168, 160, 400, 2, "y", "up", -4) break case 3: cutscene_wait(1) break case 4: cutscene_camera_move(obj_martlet_npc.x, (obj_asgore_npc.y - 20), 1) break case 5: cutscene_wait(1) break case 6: cutscene_dialogue() with (msg) { talker[0] = 959 talker[1] = 1164 talker[3] = 959 message[0] = "* Dum dee dum..." message[1] = "* Um... Excuse me?" message[2] = "* King?" message[3] = "* Oh?" message[4] = "* A visitor? At this# hour?" prt[1] = 317 prt[2] = 317 } break case 7: cutscene_wait(0.5) break case 8: cutscene_npc_direction(obj_asgore_npc, "right") break case 9: cutscene_wait(0.5) break case 10: cutscene_npc_direction(obj_asgore_npc, "down") break case 11: cutscene_wait(0.5) break case 12: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[2] = 959 talker[4] = 1164 talker[7] = 959 talker[10] = 1164 message[0] = "* H-Hello Mr. King, sir." message[1] = "* It is an honor to be " message[2] = "* No need to be so# formal." message[3] = "* You can just call me# \"Asgore\" if you like." message[4] = "* Right!" message[5] = "* Asgore, King, sir." message[6] = "* I am Martlet of the# Royal Guard Snowdin# Division." message[7] = "* Ah yes! One of our# courageous guards." message[8] = "* Thank you for your# service to the# Underground!" message[9] = "* What brings you to the# Castle so late?" message[10] = "* W-Well..." prt[0] = 323 prt[1] = 322 prt[2] = 1803 prt[3] = 1803 prt[4] = 330 prt[5] = 322 prt[6] = 321 prt[7] = 1803 prt[8] = 1803 prt[9] = 1803 prt[10] = 329 if (message_current == 1) message_timer = 15 else message_timer = -1 } break case 13: cutscene_wait(0.5) break case 14: cutscene_npc_walk(1164, 130, 380, 1, "x", "down") break case 15: cutscene_wait(1) break case 16: cutscene_npc_walk(1168, 160, 380, 1, "y", "up") if (obj_player_npc.y < (obj_martlet_npc.y + 10)) obj_martlet_npc.npc_direction = "right" break case 17: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* This human brings me to# the Castle." prt[0] = 321 } break case 18: obj_asgore_npc.down_sprite_idle = 990 obj_asgore_npc.up_sprite = 990 cutscene_npc_walk_relative(959, 0, -30, 1, "y", "down") break case 19: cutscene_wait(1) break case 20: obj_martlet_npc.npc_direction = "up" cutscene_dialogue() with (msg) { position_array[0] = 1 position_array[1] = 0 talker[0] = 1164 talker[1] = 959 message[0] = "* Their name is# Clover." message[1] = "* Clover..." prt[0] = 323 prt[1] = 1803 if (message_current == 1) obj_asgore_npc.down_sprite_idle = 2516 } break case 21: cutscene_npc_direction(obj_asgore_npc, "right") break case 22: cutscene_wait(1) break case 23: obj_asgore_npc.down_sprite_idle = 3434 obj_asgore_npc.up_sprite = 2873 cutscene_npc_direction(obj_asgore_npc, "down") break case 24: cutscene_dialogue() with (msg) { talker[0] = 959 talker[1] = 1164 talker[3] = 959 talker[4] = 1164 talker[7] = 959 position_array[0] = 0 position_array[1] = 1 position_array[2] = 1 position_array[3] = 0 position_array[4] = 1 position_array[5] = 1 position_array[6] = 1 position_array[7] = 0 position_array[8] = 0 message[0] = "* What a lovely name..." message[1] = "* I apologize for the# lack of notice!" message[2] = "* I know this may be a# shock but..." message[3] = "* Were you, by chance,# not given a Royal Guard# handbook?" message[4] = "* A handbook?" message[5] = "* Sure, I was given a# handbook." message[6] = "* Not sure I'm following." message[7] = "* Ah..." message[8] = "* Hmm... " prt[0] = 1803 prt[1] = 322 prt[2] = 323 prt[3] = 1803 prt[4] = 330 prt[5] = 322 prt[6] = 322 prt[7] = 3393 prt[8] = 864 } break case 25: cutscene_npc_direction(obj_asgore_npc, "left") break case 26: cutscene_wait(1) break case 27: cutscene_dialogue() with (msg) { talker[0] = 959 talker[2] = 1164 talker[13] = 959 message[0] = "* So you are familiar# with the protocol..." message[1] = "* Yet... here you are." prt[0] = 864 prt[1] = 1803 message[2] = "* I know how it looks." message[3] = "* But you see..." message[4] = "* Clover is not a bad# person." message[5] = "* I-In fact, they are one# of the kindest souls# around!" message[6] = "* So many have attacked# them with ill intent... " message[7] = "* But Clover is peaceful." message[8] = "* ...As much as one can# be in such situations." message[9] = "* What I'm trying to say# is... " message[10] = "* Clover believes in# what's best for others.# Even monsters." message[11] = "* And... " message[12] = "* They need to go home.# Back to the# Surface." message[13] = "* Back to the Surface..." prt[2] = 317 prt[3] = 329 prt[4] = 317 prt[5] = 320 prt[6] = 329 prt[7] = 320 prt[8] = 323 prt[9] = 329 prt[10] = 321 prt[11] = 338 prt[12] = 321 prt[13] = 864 position_array[0] = 0 position_array[1] = 0 position_array[2] = 1 position_array[3] = 1 position_array[4] = 1 position_array[5] = 1 position_array[6] = 1 position_array[7] = 1 position_array[8] = 1 position_array[9] = 1 position_array[10] = 1 position_array[11] = 1 position_array[12] = 1 position_array[13] = 0 } break case 28: cutscene_wait(0.5) break case 29: cutscene_npc_direction(obj_asgore_npc, "down") break case 30: cutscene_dialogue() with (msg) { talker[0] = 959 talker[3] = 1164 talker[5] = 959 talker[9] = 1164 talker[11] = 959 talker[14] = 1164 message[0] = "* ..." message[1] = "* If only such a thing# were so easy." message[2] = "* But you of all monsters# must know the reality." message[3] = "* Clover is different!" message[4] = "* This is different!" message[5] = "* No..." message[6] = "* Regrettably..." message[7] = "* The one thing these# encounters never are is# \"different.\"" message[8] = "* Not in the end." message[9] = "* Wh... What are you# saying?" message[10] = "* You aren't going to# kill Clover are you!?" message[11] = "* . . ." message[12] = "* If that is the result# of our battle..." message[13] = "* It must be." message[14] = "* NO!!" message[15] = "* You can't do that!!" message[16] = "* Clover!" message[17] = "* Plead your case! Come# on!!" prt[0] = 3090 prt[1] = 1923 prt[2] = 1803 prt[3] = 309 prt[4] = 309 prt[5] = 3090 prt[6] = 3090 prt[7] = 3107 prt[8] = 3597 prt[9] = 332 prt[10] = 333 prt[11] = 3090 prt[12] = 3090 prt[13] = 3597 prt[14] = 332 prt[15] = 309 prt[16] = 317 prt[17] = 329 position_array[0] = 0 position_array[1] = 0 position_array[2] = 0 position_array[3] = 1 position_array[4] = 1 position_array[5] = 0 position_array[6] = 0 position_array[7] = 0 position_array[8] = 0 position_array[9] = 1 position_array[10] = 1 position_array[11] = 0 position_array[12] = 0 position_array[13] = 0 position_array[14] = 1 position_array[15] = 1 position_array[16] = 1 position_array[17] = 1 if (message_current == 16) obj_martlet_npc.npc_direction = "right" } break case 32: cutscene_npc_action_sprite(1168, 3758, 1, false) if (obj_player_npc.image_index >= 3) { obj_player_npc.image_index = 3 obj_player_npc.image_speed = 0 cutscene_advance() } break case 31: cutscene_wait(1) break case 33: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* What are you doing??" message[1] = "* Say something!" prt[0] = 333 prt[1] = 329 } break case 34: if (obj_player_npc.image_speed == 0) obj_player_npc.image_speed = 1 cutscene_npc_action_sprite(1168, 3758, 1, false) break case 35: cutscene_wait(0.5) break case 36: cutscene_dialogue() with (msg) { message[0] = "" if (alpha_fade == false) { alpha_fade = true ch_alpha = 0 ch_delay = 30 } skippable = false ch[1] = "..." ch[2] = "You\nshould go" ch_msg = 0 if (outcome != 0) { choice = false ch_delay = 0 alpha_fade = false } if (outcome == 1) other.scene = 38 else if (outcome == 2) other.scene = 37 } break case 37: if (!instance_exists(obj_dialogue)) { obj_martlet_npc.left_sprite = 270 cutscene_npc_walk_relative(1164, -10, 0, 0.5, "x", "right") } break case 38: cutscene_wait(1) break case 39: cutscene_dialogue() if (!(variable_instance_exists(id, "noloop_count"))) noloop_count = 0 with (msg) { talker[0] = 1164 talker[3] = 959 talker[5] = 1164 message[0] = "* Clover..." message[1] = "* You're..." message[2] = "* You can't..." message[3] = "* The human has spoken." message[4] = "* I am sorry." message[5] = "* N-No..." message[6] = "* This isn't how this..." prt[0] = 332 prt[1] = 330 prt[2] = 330 prt[3] = 3090 prt[4] = 1803 prt[5] = 317 prt[6] = 329 position_array[0] = 1 position_array[1] = 1 position_array[2] = 1 position_array[3] = 0 position_array[4] = 0 position_array[5] = 1 position_array[6] = 1 if (message_current == 5) { skippable = false message_timer = 30 if (other.noloop_count == 0) { other.noloop_count = 1 obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10 obj_martlet_npc.can_walk = true } } if (message_current == 6) { skippable = false message_timer = 30 if (other.noloop_count == 1) { other.noloop_count = 2 obj_martlet_npc.x_dest[0] = obj_martlet_npc.x - 10 obj_martlet_npc.can_walk = true } } } break case 40: cutscene_wait(1) break case 41: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* L-Let's go back." message[1] = "* Back to Snowdin." message[2] = "* You can live w-with me." message[3] = "* Like nothing ever# happened..." prt[0] = 329 prt[1] = 322 prt[2] = 322 prt[3] = 323 ch_msg = 3 ch[1] = "..." } break case 42: cutscene_wait(1) break case 43: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* I..." message[1] = "* I......" prt[0] = 329 prt[1] = 317 if (message_current == 0) obj_martlet_npc.npc_direction = "down" if (message_current == 1) obj_martlet_npc.npc_direction = "left" } break case 44: obj_martlet_npc.npc_direction = "right" cutscene_wait(2) break case 45: obj_martlet_npc.down_sprite = 3574 cutscene_npc_walk_relative(1164, 0, 30, 0.5, "y", "down") break case 46: cutscene_npc_action_sprite(1164, 1631, 1, false) obj_martlet_npc.down_sprite = 3455 obj_martlet_npc.down_sprite_idle = 3455 break case 47: cutscene_npc_walk_relative(1164, 0, 100, 0.5, "y", "down") break case 48: cutscene_wait(1.5) break case 49: cutscene_dialogue() with (msg) { position = 0 talker[0] = 959 message[0] = "* . . ." message[1] = "* Hm." message[2] = "* You are a decisive one." message[3] = "* . . ." message[4] = "* Then you know what we# must do." message[5] = "* Please... follow me# into the next room." prt[0] = 3090 prt[1] = 3393 prt[2] = 1803 prt[3] = 3090 prt[4] = 1803 prt[5] = 1803 if (message_current == 2) obj_martlet_npc.npc_direction = "left" } break case 50: cutscene_npc_walk(959, 110, 120, 1, "x", "down") cutscene_wait(0.5) break case 51: cutscene_npc_walk(1168, 110, 145, 1, "x", "up") cutscene_advance() break case 52: cutscene_wait(0.5) break case 53: if (cutscene_camera_move(obj_camera.x, 120, 1, true) && cutscene_npc_walk(959, 110, 120, 2, "x", "up") && cutscene_npc_walk(1168, 110, 145, 2, "x", "up")) cutscene_advance(54) break case 54: cutscene_wait(2) break case 55: obj_asgore_npc.npc_direction = "up" cutscene_change_room(273, 150, 240, 0.1) break }