switch (scene) { case 0: if (obj_pl.y < 180) { scr_cutscene_start(); cutscene_advance(); } break; case 1: instance_create(120, 140, obj_flowey_npc); obj_flowey_npc.action_sprite = true; obj_flowey_npc.sprite_index = spr_floweyrise; obj_flowey_npc.image_speed = 0.2; cutscene_advance(); break; case 2: if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) { obj_flowey_npc.image_speed = 0; obj_flowey_npc.action_sprite = false; cutscene_advance(); } break; case 3: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Howdy!"; prt[0] = 348; } break; case 4: cutscene_wait(0.5); break; case 5: cutscene_npc_direction(3194, "up"); break; case 6: cutscene_wait(1); break; case 7: cutscene_npc_direction(3194, "down"); break; case 8: cutscene_wait(0.25); break; case 9: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* This sure is a pickle."; message[1] = "* I'm not certain my# pellets would do any# good on this door."; message[2] = "* Maybe there's a key# somewhere? Be creative,# pal!"; prt[0] = 353; prt[1] = 352; prt[2] = 347; } break; case 10: cutscene_wait(0.5); break; case 11: if (cutscene_npc_action_sprite_reverse(3194, 242, 0.2, true, 0)) { instance_destroy(obj_flowey_npc); cutscene_end(); global.sworks_flag[26] = 1; } break; }