switch scene { case 0: if (obj_pl.y < 220) { scr_cutscene_start() if (abs(obj_pl.x - 220) > 15) cutscene_advance() else cutscene_advance(2) instance_create_depth(obj_pl.x, obj_pl.y, -100, obj_player_npc) } break case 1: cutscene_npc_walk(1168, 220, obj_player_npc.y, 3, "x", "up") break case 2: cutscene_wait(0.5) break case 3: actor_flowey.action_sprite = true actor_flowey.sprite_index = spr_floweyrise actor_flowey.image_alpha = 1 actor_flowey.image_speed = 0.25 cutscene_advance() break case 4: cutscene_animation_end(actor_flowey, true) break case 5: actor_flowey.action_sprite = false cutscene_advance() break case 6: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Howdy!" message[1] = "* Regular monsters are# one thing but..." message[2] = "* That fox lady you just# killed was a piece of# work, huh?" message[3] = "* If you bested her,# ASGORE doesn't stand a# chance!" message[4] = "* Now..." prt[0] = 348 prt[1] = 348 prt[2] = 347 prt[3] = 348 prt[4] = 347 } break case 7: cutscene_wait(0.5) break case 8: cutscene_npc_direction(actor_flowey, "up") break case 9: cutscene_camera_move(obj_pl.x, 120, 2) break case 10: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* ..." message[1] = "* I'm not too sure how to# open this door." message[2] = "* Hmm..." prt[0] = 352 prt[1] = 357 prt[2] = 353 if (message_current == 1) other.actor_flowey.npc_direction = "down" } break case 11: cutscene_npc_direction(actor_flowey, "up") break case 12: shoot_noloop = false cutscene_wait(0.5) break case 13: cutscene_npc_action_sprite(1168, 3313, 1, false) if (obj_player_npc.image_index >= 8 && (!shoot_noloop)) { shoot_noloop = true audio_play_sound(snd_duel_shot, 1, 0) if (!instance_exists(obj_dunes_43_number_pad_destroyed)) { instance_create_depth(137, 106, (obj_dunes_43_gate.depth - 1), obj_dunes_43_number_pad_destroyed) obj_dunes_43_number_pad_destroyed.sprite_index = spr_dunes_43_number_pad_destroyed_geno } } break case 14: cutscene_wait(1.5) break case 15: cutscene_sfx_play(snd_elevator_start, 2) cutscene_advance() break case 16: cutscene_screenshake(1, 2) break case 17: cutscene_action_sprite(1958, 1105, (1/3), true, 0, 631, 0) break case 18: cutscene_wait(1) break case 19: cutscene_npc_direction(actor_flowey, "down") break case 20: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* ..." message[1] = "* Uh, sure... That works." message[2] = "* See you up ahead,# Clover!" prt[0] = 352 prt[1] = 3640 prt[2] = 347 } break case 21: actor_flowey.action_sprite = true actor_flowey.sprite_index = spr_floweyleave actor_flowey.image_speed = 0.25 cutscene_advance() break case 22: cutscene_animation_end(actor_flowey, true) break case 23: instance_destroy(actor_flowey) cutscene_wait(0.25) break case 24: cutscene_camera_move(obj_pl.x, obj_pl.y, 2) break case 25: cutscene_end() with (instance_create(192, 130, obj_doorway)) { image_xscale = 3.5 image_yscale = 1.25 nextroom = 141 xx = 160 yy = 520 } camera_set_view_target(view_camera[0], 1031) global.dunes_flag[35] = 1 break }