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(959, "right"); break; case 9: cutscene_wait(0.5); break; case 10: cutscene_npc_direction(959, "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(959, "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(959, "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(959, "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(959, "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; }