switch (scene) { case 0: if (obj_pl.x > 300) { scr_cutscene_start(); audio_sound_gain(obj_radio.current_song, 0, 360); flowey = instance_create(360, obj_pl.y, obj_dunes_32_flowey); timer = 40; scene++; } break; case 1: if (!scr_timer()) exit; scr_text(); with (msg) { sndfnt = 96; message[0] = "* Howdy!\t"; message[1] = "* Gee, looks like we're# getting close to an exit# from this place.\t"; message[2] = "* Aside from those mines,# time has been pretty# friendly to us.\t"; message[3] = "* Should be a simple# journey from here on ou-"; prt[0] = 348; prt[1] = 347; prt[2] = 348; prt[3] = 348; message[4] = "* Hey! Human!"; talker[0] = other.flowey; position = 1; if (message_current == 3) { skippable = false; if (cutoff >= string_length(message[message_current])) { other.scene++; other.timer = 60; other.flowey.is_talking = false; sndfnt = 102; portrait = false; message_current += 1; cutoff = 0; } } } break; case 2: if (scr_timer()) { scene++; timer = 15; instance_destroy(msg); } break; case 3: if (!scr_timer()) exit; scr_text(); with (msg) { sndfnt = 96; message[0] = "* Really?"; prt[0] = 351; talker[0] = other.flowey; position = 1; } if (!global.dialogue_open) scene++; break; case 4: with (flowey) { sprite_index = spr_floweyleave; image_speed = 0.2; } timer = 20; scene++; break; case 5: if (!scr_timer()) exit; if (!instance_exists(obj_martlet_dunes_32)) { martlet = instance_create(__view_get(e__VW.XView, 0) + 320 + 40, obj_pl.y, obj_martlet_dunes_32); audio_play_sound(mus_birdsofafeather, 1, 1); } if (martlet.npc_arrived) { martlet.npc_arrived = false; scene++; } break; case 6: scr_text(); with (msg) { ch_msg = 10; ch[1] = "It's Clover"; sndfnt = 102; talker[0] = other.martlet; message[0] = "* Don't attack me, I can# explain why I'm here!"; message[1] = "* I said I would find you# again, didn't I?"; message[2] = "* Well, after our# encounter, I spotted you# stealing Ava... My raft."; message[3] = "* BUT, I won't hold it# against you."; message[4] = "* I'm sure you didn't# mean to wreck her."; message[5] = "* I attacked you, you# destroyed something I# love, even steven!"; message[6] = "* Anyway, I followed the# river and ended up here."; message[7] = "* I know I came off as a# murderous Royal Guard# but I'm honestly not!"; message[8] = "* I have to follow my# guidebook when dealing# with humans and stuff..."; message[9] = "* Oh! Right! I really# dislike calling you# \"human\"."; message[10] = "* What's your actual# name?"; message[11] = "* What a unique name! I# love it!"; prt[0] = 322; prt[1] = 323; prt[2] = 338; prt[3] = 321; prt[4] = 321; prt[5] = 328; prt[6] = 321; prt[7] = 323; prt[8] = 320; prt[9] = 333; prt[10] = 328; prt[11] = 312; position = 1; } if (!global.dialogue_open) scene++; break; case 7: scr_text(); with (msg) { ch_msg = 4; ch[1] = "Okay"; ch[2] = "Uh..."; sndfnt = 102; talker[0] = other.martlet; message[0] = "* So, Clover, this is a# big favor, but I would# like to help you."; message[1] = "* I kinda let you escape# in Snowdin so... I'm in# too deep."; message[2] = "* I'm sure I could pull# my weight! I'll even let# you lead! "; message[3] = "* I won't leave your side# to ensure your safety!"; message[4] = "* Please?"; prt[0] = 329; prt[1] = 323; prt[2] = 320; prt[3] = 328; prt[4] = 323; position = 1; if (outcome == 1) { message[5] = "* Yes!"; prt[5] = 312; } if (outcome == 2) { message[5] = "* I'll take that as a# yes!"; prt[5] = 328; } message[6] = "* This will be super fun!"; message[7] = "* So... shall we be off?"; prt[6] = 312; prt[7] = 318; } if (!global.dialogue_open) scene++; break; case 8: with (martlet) { x_dest[0] = obj_pl.x - 20; y_dest[0] = obj_pl.y; end_direction = "right"; can_walk = true; if (npc_arrived) other.scene++; } break; case 9: with (instance_create(martlet.x, martlet.y, obj_martlet_follower)) npc_reset = true; global.party_member = 1170; instance_destroy(martlet); audio_sound_gain(mus_birdsofafeather, 0, 200); audio_sound_gain(obj_radio.current_song, 1, 800); scene++; break; case 10: instance_destroy(); global.dunes_flag[16] = 1; scr_cutscene_end(); break; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }