switch scene { case 0: instance_create(obj_pl.x, (obj_pl.y + 30), 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 1: 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 2: cutscene_npc_direction(obj_flowey_npc, "up") break case 3: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Hey! That's a real# piece of art you made# there!" message[1] = "* Give it a go!" prt[0] = 348 prt[1] = 348 } break case 4: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 5: cutscene_wait(0.75) break case 6: cutscene_npc_walk(1168, 150, obj_player_npc.y, 2, "x", "up") break case 7: cutscene_wait(1) break case 8: audio_play_sound(snd_sliding_door_open, 1, 0) layer_set_visible("door_visible", false) cutscene_advance() break case 9: cutscene_wait(1) break case 10: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Wouldja look at that!# Worked like a charm." message[1] = "* I might have to# personally commission# you someday, haha!" prt[0] = 348 prt[1] = 3251 } break case 11: cutscene_wait(0.5) break case 12: if cutscene_npc_action_sprite_reverse(3194, 242, 0.4, true, 0) { instance_destroy(105301) instance_destroy(105300) instance_destroy(obj_flowey_npc) cutscene_end() global.sworks_flag[26] = 2 } break }