if live_call() return global.live_result; switch scene { case 0: instance_create_depth(320, 288, -100, obj_ending_flowey) cutscene_advance() break case 1: cutscene_wait(1) break case 2: if (!instance_exists(obj_dialogue_flowey_ending)) instance_create(x, y, obj_dialogue_flowey_ending) else if (global.dialogue_open == false) { cutscene_advance() return; } else { with (obj_dialogue_flowey_ending) { sndfnt = 96 talker[0] = 2628 message[0] = "Sigh..." message[1] = "Can't say I didn't see#that coming." message[2] = "Still, my hopes were#high." message[3] = "There's gotta be SOME#way to get what I need." message[4] = "Clover's competent...#enough, but still..." message[5] = "Nothing ever works out#when it comes to them." message[6] = "Hmm..." message[7] = "I could reset and try#my luck again..." message[8] = "Or..." message[9] = "I could accept what#I've been given and#wait." message[10] = "The King is only one#SOUL away now." message[11] = "It might be a good idea#to piggyback off the#next human instead." message[12] = "But..." message[13] = "Who knows how long that#will take and even#worse," message[14] = "If the next human would#be skilled enough to do#what Clover couldn't." message[15] = "..." message[16] = "I need some time to#think it over." message[17] = "This isn't the end." prt[0] = 1939 prt[1] = 1936 prt[2] = 1934 prt[3] = 1939 prt[4] = 1939 prt[5] = 1938 prt[6] = 1939 prt[7] = 1939 prt[8] = 1939 prt[9] = 1934 prt[10] = 1934 prt[11] = 1936 prt[12] = 1939 prt[13] = 1939 prt[14] = 1938 prt[15] = 1939 prt[16] = 1939 prt[17] = 1934 } } break case 3: if (obj_ending_flowey.sprite_index != spr_flowey_enter) { obj_ending_flowey.sprite_index = spr_flowey_enter obj_ending_flowey.image_index = obj_ending_flowey.image_number - 1 obj_ending_flowey.image_speed = -0.25 } if (obj_ending_flowey.image_index <= 0) { instance_destroy(obj_ending_flowey) cutscene_advance() } break case 4: cutscene_wait(1) break case 5: global.game_finished_pacifist_kill = true scr_savegame_meta() game_end() break }