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()) return; scr_text() with (msg) { sndfnt = 96 message[0] = "* Howdy! " message[1] = "* Gee, looks like we're# getting close to an exit# from this place. " message[2] = "* Aside from those mines,# time has been pretty# friendly to us. " 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()) return; 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()) return; if (!instance_exists(obj_martlet_dunes_32)) { martlet = instance_create(((__view_get((0 << 0), 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 }