if live_call() return global.live_result; if (room == rm_battle_flashback_final) { if (draw_alpha_white > 0) { draw_alpha_white -= 0.05 return; } else if instance_exists(obj_flowey_battle_ow_controller) obj_flowey_battle_ow_controller.spawn_vines = true if (obj_pl.x >= layer_remove_x_next) { layer_remove_x_next += layer_remove_x_inc instance_create_depth(0, 0, -9999, obj_flowey_battle_screen_glitch) if (ds_list_size(layer_list) > 1) { layer_set_visible(ds_list_find_value(layer_list, 0), false) layer_set_visible(ds_list_find_value(layer_list, 1), true) ds_list_delete(layer_list, 0) } else { fade_out = true layer_remove_x_next = 999999 } } if (fade_out == true) { draw_alpha += 0.016666666666666666 if (draw_alpha >= 2) { if ((!instance_exists(obj_player_npc)) && scene == 0) { scene++ var actor_clover = instance_create(obj_pl.x, obj_pl.y, obj_player_npc) with (actor_clover) { action_sprite = true if obj_pl.is_sprinting { sprite_index = spr_pl_run_right image_speed = 0.3 } else { sprite_index = spr_pl_right image_speed = 0.2 } } } } } if (obj_pl.x < 2496) audio_sound_gain(global.battle_music, (1 - obj_pl.x / 2496), 1) else { audio_stop_sound(global.battle_music) obj_flowey_battle_ow_controller.spawn_vines = false obj_flowey_battle_ow_controller.persistent = true } } switch scene { case 1: if (abs(175 - obj_player_npc.y) > 10) obj_player_npc.y += ((sign(175 - obj_pl.y)) * 3) cutscene_wait(2) break case 2: var msg = instance_create_depth(0, 0, -999, obj_dialogue_flowey_distant) with (msg) { message[0] = "* Clover?" message[1] = "* Where did you go, buddy?" message[2] = "* Get b a c k h e r e " } scene++ break case 3: if (!global.dialogue_open) cutscene_advance() break case 4: cutscene_wait(1) break case 5: obj_player_npc.persistent = true persistent = true room = rm_battle_flashback_final_2 global.player_can_run = false obj_player_npc.x = 160 obj_player_npc.action_sprite = false draw_alpha = 0 fade_out = false scene++ break case 6: cutscene_npc_walk(1168, 800, obj_player_npc.y, 3, "x", "right") break case 7: cutscene_wait(1) break case 8: cutscene_camera_move(850, obj_player_npc.y, 1) break case 9: cutscene_wait(1) break case 10: instance_destroy(obj_flowey_1_controller_base) cutscene_end() break }