if (global.sworks_flag[29] == 0) { if (obj_pl.x < 980) { instance_create_depth((obj_pl.x + 10), 168, obj_pl.depth, obj_steamworks_34_flowey_disappear) global.sworks_flag[29] = 1 } } switch scene { case 0: if (obj_pl.x <= (obj_determination.x + 15)) { cutscene_advance() obj_determination.image_alpha = 0 var flowey_npc = instance_create(obj_determination.x, obj_determination.y, obj_flowey_npc) flowey_npc.action_sprite = true flowey_npc.sprite_index = spr_floweyrise flowey_npc.image_speed = 0.2 scr_cutscene_start() obj_pl.direction = 90 } break case 1: if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) { obj_flowey_npc.action_sprite = false cutscene_advance() } break case 2: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Howdy!" message[1] = "* Looks like things are# heating up!" message[2] = "* Literally, that is." message[3] = "* Since you shut the bots# down, it should be an# easy stroll to the exit." prt[0] = 348 prt[1] = 347 prt[2] = 353 prt[3] = 348 if (global.dunes_flag[51] == 2) { message[4] = "* Good luck, Clover." prt[4] = 348 } else { message[4] = "* But just in case, I'd# like to give you a# little gift..." message[5] = "* From your best friend." prt[4] = 348 prt[5] = 3251 } } break case 3: if (global.dunes_flag[51] == 2) cutscene_advance(6) else { instance_create_depth(370, 124, 0, obj_steamworks_34_pellets) cutscene_advance() } break case 4: cutscene_wait(1.5) break case 5: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* I think it's time you# try your hand at# wielding the pellets." message[1] = "* Sure, you could use# rubber, silver, nails,# whatever." message[2] = "* But these are# the real deal." message[3] = "* It's fully up to you# but I just wanted to let# you know..." message[4] = "* ...Our partnership# means a lot to me." message[5] = "* Good luck, Clover." prt[0] = 348 prt[1] = 349 prt[2] = 349 prt[3] = 347 prt[4] = 3251 prt[5] = 348 } break case 6: scr_determine_save_area() global.sworks_flag[29] = 2 instance_create(((__view_get((0 << 0), 0)) + 160), ((__view_get((1 << 0), 0)) + 120), obj_savebox) cutscene_advance() break case 7: if (!instance_exists(obj_savebox)) cutscene_advance() break case 8: cutscene_npc_action_sprite(3194, 245, 0.2, true, 0) break case 9: instance_destroy(obj_flowey_npc) obj_determination.image_alpha = 1 cutscene_end() break }