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(obj_flowey_npc, "up") break case 6: cutscene_wait(1) break case 7: cutscene_npc_direction(obj_flowey_npc, "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 }