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(3194, "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, 1168); 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; }