if live_call() return global.live_result; switch scene { case -1: cutscene_camera_freeze(163, 240) break case 0: cutscene_wait(1.5) break case 1: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* You... beat me up# pretty b-badly, huh?" prt[0] = 416 } break case 2: cutscene_npc_action_sprite(1169, 693, 1, false) break case 3: cutscene_npc_walk(1169, 190, 297, 2, "x", "up") break case 4: obj_ceroba_npc.image_index = 1 cutscene_dialogue() with (msg) { talker[0] = 1161 talker[1] = 1169 talker[3] = 1161 message[0] = "* S-Star I..." message[1] = "* Don't sweat it too# much..." message[2] = "* I reckon I deserved it# for the Wild East# fiasco." message[3] = "* ..." prt[0] = 609 prt[1] = 418 prt[2] = 415 prt[3] = 609 if (message_current == 0) { skippable = false message_timer = 15 } else { skippable = true message_timer = -1 } if (message_current == 3) obj_ceroba_npc.image_index = 0 } break case 5: cutscene_npc_action_sprite(1169, 1135, 1, true, 0) break case 6: cutscene_wait(0.5) break case 7: cutscene_dialogue() with (msg) { talker[0] = 1169 talker[2] = 1161 message[0] = "* Heck of a hit though." message[1] = "* I didn't know you had# that in you." message[2] = "* I'm... I'm so sorry." prt[0] = 407 prt[1] = 417 prt[2] = 609 } break case 8: cutscene_wait(0.5) break case 9: cutscene_npc_action_sprite(1164, 3388, 1, true, 0) break case 10: instance_create(obj_ceroba_npc.x, (obj_ceroba_npc.y - 40), obj_cutscene_ex) instance_create(obj_starlo_npc.x, (obj_starlo_npc.y - 40), obj_cutscene_ex) obj_starlo_npc.action_sprite = false obj_starlo_npc.npc_direction = "left" obj_player_npc.npc_direction = "left" obj_ceroba_npc.image_index = 2 cutscene_sfx_play(snd_encounter, 1) break case 11: cutscene_wait(1) break case 12: with (obj_cutscene_ex) instance_destroy() cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* Wh..." message[1] = "* Where am I...?" prt[0] = 315 prt[1] = 311 } break case 13: instance_create_depth(65, 255, -500, obj_cutscene_ex) cutscene_sfx_play(snd_encounter, 0.7) break case 14: if cutscene_npc_action_sprite(1164, 2970, 1, true, 0) obj_martlet_npc.action_sprite = false if (obj_martlet_npc.image_index > 9) { with (obj_cutscene_ex) instance_destroy() } break case 15: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[1] = 1161 talker[5] = 1169 talker[7] = 1164 talker[8] = 1161 message[0] = "* Clover! We gotta get# out of here!" message[1] = "* No." message[2] = "* It's finished." message[3] = "* Clover... " message[4] = "* Clover won." message[5] = "* Y'all had a fight? And# the deputy won?" message[6] = "* (My lessons worked...)" message[7] = "* Wait, how much did I# miss?" message[8] = "* I..." message[9] = "* I don't know what to# do." message[10] = "* Apologize, make# excuses, nothing would# change reality." message[11] = "* I've dug a hole far too# deep to climb out of." message[12] = "* And for nothing..." prt[0] = 330 prt[1] = 609 prt[2] = 609 prt[3] = 609 prt[4] = 2987 prt[5] = 404 prt[6] = 415 prt[7] = 311 prt[8] = 2987 prt[9] = 2987 prt[10] = 609 prt[11] = 609 prt[12] = 609 switch message_current { case 0: message_timer = 15 skippable = false break case 1: obj_martlet_npc.npc_direction = "up" obj_starlo_npc.npc_direction = "up" obj_player_npc.npc_direction = "up" skippable = true message_timer = -1 break case 4: obj_ceroba_npc.image_index = 0 break case 5: obj_martlet_npc.npc_direction = "right" break case 8: obj_martlet_npc.npc_direction = "up" break case 9: obj_ceroba_npc.image_index = 1 break case 12: obj_ceroba_npc.image_index = 0 break } } break case 16: cutscene_npc_walk(1164, 133, 298, 3, "x", "up") break case 17: cutscene_wait(1) break case 18: cutscene_music_start(88, 500) audio_sound_gain(cutscene_music, 0, 0) audio_sound_gain(cutscene_music, 0.75, 150) case 19: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* Hey..." message[1] = "* Where was I a few hours# ago?" message[2] = "* In this same situation." message[3] = "* My judgment was clouded# and I screwed up." message[4] = "* But you forgave me. The# four others did as well." message[5] = "* We've both made poor# choices, no# sugar-coating that..." message[6] = "* But there is hope. At# least... I believe there# is." prt[0] = 416 prt[1] = 418 prt[2] = 418 prt[3] = 420 prt[4] = 418 prt[5] = 416 prt[6] = 418 } break case 20: cutscene_wait(1) break case 21: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[2] = 1161 message[0] = "* I... can't begin to# grasp what you've gone# through..." message[1] = "* But this was an# absolutely horrible way# of dealing with it." message[2] = "* ..." prt[0] = 329 prt[1] = 317 prt[2] = 609 switch message_current { case 2: obj_ceroba_npc.image_index = 1 break } } break case 22: cutscene_wait(1) break case 23: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* You can't change what# has happened, you're# right." message[1] = "* But you can control how# you live from now on." message[2] = "* Your actions will mean# everything." prt[0] = 338 prt[1] = 321 prt[2] = 321 } break case 24: cutscene_wait(0.5) break case 25: obj_ceroba_npc.image_index = 0 cutscene_advance() break case 26: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[3] = 1164 talker[9] = 1169 talker[12] = 1161 message[0] = "* But..." message[1] = "* Chujin. His legacy. His# wish." message[2] = "* It will never be# fulfilled." message[3] = "* Chujin might not have# been the perfect monster# I thought he was..." message[4] = "* But even his darkest# secrets came from a# caring place." message[5] = "* And that right there...# is his legacy." message[6] = "* It isn't found in a# serum to \"save the# world.\"" message[7] = "* Everyone he helped,# everything he crafted..." message[8] = "* That's what matters." message[9] = "* Martlet's right." message[10] = "* He made life down here# bearable for so many." message[11] = "* And for that, he has my# respect." message[12] = "* I... never thought# about it like that." message[13] = "* What the hell was I# thinking?" message[14] = "* I was so# tunnel-visioned. So# lost..." prt[0] = 609 prt[1] = 2987 prt[2] = 2599 prt[3] = 317 prt[4] = 321 prt[5] = 328 prt[6] = 321 prt[7] = 338 prt[8] = 321 prt[9] = 421 prt[10] = 418 prt[11] = 416 prt[12] = 2987 prt[13] = 2599 prt[14] = 2599 } break case 27: cutscene_npc_walk(1169, 183, 238, 3, "y", "left") break case 28: if cutscene_wait(0.5) cutscene_advance(28.3) break case 28.3: if cutscene_npc_action_sprite(1161, 928, 1, true, 0) cutscene_advance(28.6) break case 28.6: if cutscene_wait(1) cutscene_advance(29) break case 29: obj_starlo_npc.image_alpha = 0 cutscene_npc_action_sprite(1161, 3323, 1, true, 0) break case 30: cutscene_wait(1) break case 31: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* We can work through# this." message[1] = "* We're here for you." prt[0] = 416 prt[1] = 418 } break case 32: cutscene_wait(0.75) break case 33: cutscene_npc_action_sprite(1161, 3041, 1, true, 0) if (obj_ceroba_npc.image_index >= 8) { cutscene_advance() obj_ceroba_npc.image_speed = 0 } break case 34: cutscene_wait(1) break case 35: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[5] = 1161 message[0] = "* Now..." message[1] = "* You should take some# time to heal. Recoup." message[2] = "* But... Kanako's# wellbeing is still a# valid concern." message[3] = "* I have connections to# the Royal Scientist# so..." message[4] = "* I'll begin an# investigation. Try my# best to help." message[5] = "* I don't know what to# say..." message[6] = "* Thank you, Martlet." prt[0] = 338 prt[1] = 321 prt[2] = 317 prt[3] = 329 prt[4] = 320 prt[5] = 2987 prt[6] = 609 } break case 36: obj_ceroba_npc.image_speed = 1 cutscene_npc_action_sprite(1161, 3041, 1, true, 0) break case 37: if cutscene_npc_action_sprite(1161, 2850, 1, false, 0) obj_ceroba_npc.npc_direction = "down" if (obj_ceroba_npc.image_index > 2) { obj_starlo_npc.image_alpha = 1 obj_starlo_npc.npc_direction = "down" obj_starlo_npc.x = 182 obj_starlo_npc.y = 240 } break case 38: cutscene_npc_walk(1169, 198, 238, 2, "x", "left") break case 39: cutscene_wait(1) break case 40: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Clover." message[1] = "* I owe an apology to# you, most of all." message[2] = "* Our time in the# Steamworks and what I# said... It wasn't fake." message[3] = "* It did allow me to# briefly forget my# troubles and have fun." message[4] = "* But my reasoning for# being there..." prt[0] = 394 prt[1] = 394 prt[2] = 3757 prt[3] = 394 prt[4] = 2987 } break case 41: if cutscene_npc_walk(1168, 161, 244, 2, "y", "up") obj_starlo_npc.npc_direction = "left" break case 42: cutscene_wait(0.5) break case 43: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* I can't begin to " prt[0] = 2987 message_timer = 5 skippable = false } break case 44: obj_ceroba_npc.image_alpha = 0 cutscene_npc_action_sprite(1168, 3142, 1, true, 0) if (obj_player_npc.image_index >= 12) { obj_player_npc.image_speed = 0 cutscene_advance(44.5) } break case 44.5: if cutscene_wait(0.75) cutscene_advance(45) break case 45: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* W-Why?" message[1] = "* I mean..." prt[0] = 393 prt[1] = 2987 } break case 46: obj_player_npc.image_speed = 1 cutscene_npc_action_sprite(1168, 3142, 1, true, 0) break case 47: cutscene_wait(1.5) break case 48: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[1] = 1169 message[0] = "* ...Thank you." message[1] = "* I'm gonna cry." prt[0] = 609 prt[1] = 410 if (message_current == 1) obj_starlo_npc.npc_direction = "right" } break case 49: obj_starlo_npc.npc_direction = "left" cutscene_wait(1) break case 50: if cutscene_npc_action_sprite(1168, 1985, 1, true, 0) { obj_ceroba_npc.image_alpha = 1 obj_player_npc.action_sprite = false } break case 51: cutscene_wait(0.5) break case 52: cutscene_npc_walk(1168, 161, 298, 3, "y", "up") break case 53: cutscene_audio_fade(cutscene_music, 0, 1000, 0.1, false, true) break case 54: obj_martlet_npc.npc_direction = "right" obj_player_npc.npc_direction = "left" obj_starlo_npc.npc_direction = "down" cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* I... can't believe it's# come to this but..." message[1] = "* Clover, I think your# journey is at its end." message[2] = "* ASGORE and the barrier# await us." prt[0] = 329 prt[1] = 317 prt[2] = 317 } break case 55: cutscene_npc_walk(1169, 198, 298, 4, "y", "left") break case 56: cutscene_dialogue_nogui() with (msg) { talker[0] = 1169 talker[1] = 1164 talker[2] = 1161 talker[3] = 1164 talker[4] = 1161 talker[6] = 1164 talker[8] = 1169 talker[9] = 1161 talker[10] = 1169 talker[11] = 1161 talker[13] = 1164 talker[16] = 1169 talker[17] = 1161 talker[19] = 1164 talker[20] = 1169 talker[21] = 1161 talker[22] = 1164 talker[25] = 1169 talker[26] = 1161 talker[28] = 1164 talker[30] = 1161 message[0] = "* No! Already???" message[1] = "* As sad as it is, Clover# needs to go home." message[2] = "* That won't work." message[3] = "* What?" message[4] = "* Sure, we know Clover# for who they are but# Asgore..." message[5] = "* He won't see Clover as# we do. And he doesn't# care to learn." message[6] = "* But this is a unique# situation!" message[7] = "* The King has always# been kind and# understanding!" message[8] = "* Yeah, Clover wouldn't# hurt anyone!" message[9] = "* You think that's ever# mattered in the past?" message[10] = "* ..." message[11] = "* The truth stings, but# it is what it is." message[12] = "* ..." message[13] = "* So, what?" message[14] = "* Should I take Clover# back to Snowdin?" message[15] = "* Hide out for the rest# of our lives?" message[16] = "* Yeah, why couldn't# Clover stay with us?" message[17] = "* I mean, it's plausible# but won't the Royal# Guard be on the hunt?" message[18] = "* After so many# encounters Clover just# disappears?" message[19] = "* It wouldn't be the# first time." message[20] = "* Ohh yeah! They would# probably think the same# thing happened again!" message[21] = "* ..." message[22] = "* But... What about the# others?" message[23] = "* You know, the next# humans." message[24] = "* Clover gets to live# happily but they have to# die?" message[25] = "* Oh." message[26] = "* ...We don't know their# hearts." message[27] = "* Maybe they" message[28] = "* What? Deserve it?" message[29] = "* Have you learned# anything?" message[30] = "* I'm just weighing our# options!" message[31] = "* We're backed into a# corner here, alright?" prt[0] = 406 prt[1] = 317 prt[2] = 377 prt[3] = 333 prt[4] = 371 prt[5] = 377 prt[6] = 309 prt[7] = 309 prt[8] = 417 prt[9] = 377 prt[10] = 420 prt[11] = 394 prt[12] = 394 prt[13] = 338 prt[14] = 321 prt[15] = 321 prt[16] = 417 prt[17] = 370 prt[18] = 371 prt[19] = 338 prt[20] = 419 prt[21] = 394 prt[22] = 329 prt[23] = 317 prt[24] = 315 prt[25] = 420 prt[26] = 371 prt[27] = 370 prt[28] = 309 prt[29] = 309 prt[30] = 377 prt[31] = 370 talker[32] = 1169 talker[33] = 1164 talker[36] = 1161 talker[37] = 1164 talker[38] = 1169 message[32] = "* Hey, calm down, guys." message[33] = "* You know I really# thought tonight's fiasco# was enough!" message[34] = "* We all talked it# through and things were# going well." message[35] = "* But you immediately# suggest giving the# future children up to" message[36] = "* I didn't mean it like# that! Get off my case!" message[37] = "* I'm sorry but I don't# think you exactly have# room to talk right now." message[38] = "* Come on you two! Cut it# out!" prt[32] = 419 prt[33] = 309 prt[34] = 321 prt[35] = 308 prt[36] = 368 prt[37] = 338 prt[38] = 421 if (message_current == 27) { message_timer = 10 skippable = false } else if (message_current == 31) { skippable = false message_timer = 35 other.scene++ } else { message_timer = -1 skippable = true } switch message_current { case 2: obj_starlo_npc.npc_direction = "up" obj_martlet_npc.npc_direction = "up" obj_player_npc.npc_direction = "up" break case 6: obj_starlo_npc.npc_direction = "left" break case 8: obj_starlo_npc.npc_direction = "up" break case 22: obj_starlo_npc.npc_direction = "left" break case 26: obj_starlo_npc.npc_direction = "up" break } } break case 57: cutscene_npc_direction(obj_player_npc, "down") break case 58: cutscene_wait(1.5) break case 59: cutscene_npc_walk(1168, obj_player_npc.x, 312, 0.5, "y", "down") break case 60: cutscene_wait(1.5) break case 61: cutscene_npc_action_sprite(1168, 3114, 1, true, 0) break case 62: cutscene_wait(1) break case 63: overlay_alpha += 0.01 if (overlay_alpha >= 0.75) cutscene_advance() break case 64: cutscene_wait(1) break case 65: cymbal_sound = audio_play_sound(mus_cymbal, 1, 0) cutscene_advance() break case 66: clover_overlay_alpha = audio_sound_get_track_position(cymbal_sound) / audio_sound_length(mus_cymbal) if (!audio_is_playing(cymbal_sound)) { clover_overlay_alpha = 1 cutscene_advance() } break case 67: cutscene_wait(1) break case 68: audio_play_sound(snd_newhome_03_clover_radius, 1, 0) instance_create(0, 0, obj_newhome_03_pacifist_music_player) scene++ break case 69: white_overlay_radius += 8 if (clover_overlay_alpha_dark < 1) clover_overlay_alpha_dark += 0.1 else if cutscene_wait(1.5) instance_destroy(obj_dialogue_nongui) break case 70: obj_player_npc.vspeed = lerp(obj_player_npc.vspeed, -2, 0.15) if (obj_player_npc.y < 290) { obj_player_npc.vspeed = 0 scene++ } break case 71: with (obj_player_npc) { y = lerp(y, 269, 0.15) if (abs(y - 269) < 1) { y = 269 other.scene++ } } break case 72: cutscene_wait(1) break case 73: if cutscene_wait(0.5) cutscene_advance(73.5) break case 73.5: var camera_xx = (__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) * 0.5 if cutscene_camera_move(camera_xx, 270, 0.5) cutscene_advance(73.75) break case 73.75: if cutscene_wait(0.5) cutscene_advance(74) break case 74: obj_player_npc.npc_direction = "down" if cutscene_npc_action_sprite(1168, 2233, 1, false) cutscene_advance(74.5) if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod) obj_player_npc.image_index = 6 break case 74.5: if cutscene_wait(1.5) cutscene_advance(75) break case 75: with (instance_create_depth(16, 20, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "You probably want to go home dontcha?" fade_timer = 45 } scene++ break case 76: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 77: with (instance_create_depth(16, 164, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_chujin message[0] = "Humanity already won by trapping us#down here, yet they keep twisting#the knife." fade_timer = 45 } scene++ break case 78: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 79: with (instance_create_depth(32, 176, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_chujin message[0] = "This cannot continue any longer!" fade_timer = 30 } scene++ break case 80: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 81: with (instance_create_depth(13, 80, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_ceroba message[0] = "You must have#places to go,#correct?" message[1] = "The Castle...#The barrier." fade_timer = 30 } scene++ break case 82: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 83: with (instance_create_depth(189, 88, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_starlo message[0] = "I did everything#in my power to#entertain..." fade_timer = 30 } scene++ break case 84: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 85: with (instance_create_depth(181, 80, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_starlo message[0] = "...so monsters#wouldn't have to#worry about being#stuck down here." fade_timer = 30 } scene++ break case 86: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 87: with (instance_create_depth(16, 164, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_martlet message[0] = "Anyway, we'll bypass the Royal Guard#and plead your case to ASGORE!" fade_timer = 45 } scene++ break case 88: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 89: with (instance_create_depth(20, 32, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "Remember your REAL mission, Clover." fade_timer = 30 } scene++ break case 90: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 91: with (instance_create_depth(13, 142, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_ceroba message[0] = "Asgore only needs#two more SOULS to#shatter the barrier." fade_timer = 30 } scene++ break case 92: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 93: with (instance_create_depth(173, 22, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_dalv message[0] = "What a world it#would be if I had#two whole friends." fade_timer = 30 } scene++ break case 94: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 95: with (instance_create_depth(69, 140, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_ceroba message[0] = "Most might act cheerful,#but life down here..." fade_timer = 30 } scene++ break case 96: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 97: with (instance_create_depth(92, 148, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_ceroba message[0] = "...It's hopeless." fade_timer = 30 } scene++ break case 98: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 99: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_wait(1.5) break case 100: cutscene_npc_action_sprite(1168, 3114, 1, true, 0) break case 101: cutscene_wait(1.5) break case 102: instance_create_depth(obj_player_npc.x, (obj_player_npc.y + 2), (depth - 100), obj_newhome_03_cutscene_clover_soul) scene++ break case 103: break case 104: cutscene_wait(2) break case 105: with (instance_create_depth(9, 10, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "...The five children#you set out to find#in the first place." fade_timer = 30 } scene++ break case 106: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 107: with (instance_create_depth(140, 174, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_starlo message[0] = "Despite its ups and#downs, our little#adventure was a blast." fade_timer = 30 } scene++ break case 108: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 109: with (instance_create_depth(20, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "ASGORE's still out there#threatening human lives!" fade_timer = 30 } scene++ break case 110: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 111: with (instance_create_depth(189, 128, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_axis message[0] = "I MUST THANK#YOU FOR OPENING#MY EYES." fade_timer = 30 } scene++ break case 112: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 113: with (instance_create_depth(30, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "Keep your head in the game!" fade_timer = 45 shake_intensity = 0.25 } clover_shake_intensity = 3 scene++ break case 114: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 115: with (instance_create_depth(60, 172, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_ceroba message[0] = "Turns out you're a pretty#damn good leader, Clover!" fade_timer = 30 } scene++ break case 116: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 117: with (instance_create_depth(96, 68, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "Come on, Clover!" fade_timer = 45 shake_intensity = 0.5 } clover_shake_intensity = 6 scene++ break case 118: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 119: with (instance_create_depth(16, 160, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = snd_talk_martlet message[0] = "You are a kind soul.#One of the best I've met." fade_timer = 30 } scene++ break case 120: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 121: with (instance_create_depth(132, 16, (depth - 1), obj_dialogue_pacifist_ending_flashbacks)) { sndfnt = sndfnt_flowey message[0] = "Clover!" fade_timer = 75 shake_intensity = 1 } clover_shake_intensity = 9 scene++ break case 122: if (!instance_exists(obj_dialogue_pacifist_ending_flashbacks)) cutscene_advance() break case 123: cutscene_wait(1.5) break case 124: cutscene_dialogue() with (msg) { talker[0] = 1169 talker[1] = 1164 message[0] = "* Clover!" message[1] = "* Clover, what are you doing!?" } break case 125: with (obj_martlet_npc) { x = 130 y = 330 npc_direction = "up" } with (obj_ceroba_npc) { x = 161 y = 330 npc_direction = "up" } with (obj_starlo_npc) { x = 190 y = 330 npc_direction = "up" } clover_overlay_alpha = 0 clover_overlay_alpha_dark -= 0.1 if (clover_overlay_alpha_dark <= 0) { overlay_alpha = 0 scene++ } break case 126: cutscene_wait(0.5) break case 127: camera_xx = (__view_get((0 << 0), 0)) + (__view_get((2 << 0), 0)) * 0.5 cutscene_camera_move(camera_xx, 230, 1) break case 128: cutscene_wait(1) break case 129: scr_audio_fade_out(cutscene_music, 1000) circle_alpha = lerp(circle_alpha, 0, 0.1) if (circle_alpha < 0.05) { circle_alpha = 0 cutscene_advance() } break case 130: cutscene_wait(1.5) break case 131: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[1] = 1164 message[0] = "* Hey, uh..." message[1] = "* Clover? What's going# on?" message[2] = "* You're scaring us here." message[3] = "" message[4] = "* Wh-What does that mean?" message[5] = "" prt[0] = 370 prt[1] = 317 prt[2] = 317 prt[4] = 332 if (message_current == 3) { if (alpha_fade == false) { alpha_fade = true ch_alpha = 0 ch_delay = 30 } skippable = false ch[1] = "It's time" ch_msg = 3 if (outcome != 0) { choice = false ch_msg = 5 ch_delay = 0 alpha_fade = false } } if (message_current == 4) skippable = true else if (message_current == 5) { if (alpha_fade == false) { alpha_fade = true ch_alpha = 0 ch_delay = 45 } skippable = false ch[1] = "It's time to go" ch_msg = 5 } } break case 132: instance_create(obj_martlet_npc.x, (obj_martlet_npc.y - 40), obj_cutscene_ex) cutscene_sfx_play(snd_encounter, 0.7) break case 133: cutscene_wait(1) break case 134: instance_destroy(obj_cutscene_ex) cutscene_music = audio_play_sound(mus_gift_2, 1, 1) cutscene_advance() break case 135: cutscene_dialogue() with (msg) { talker[0] = 1164 talker[3] = 1169 talker[6] = 1164 talker[9] = 1161 message[0] = "* No... " message[1] = "* No no no no no-we'll# think of a plan!" message[2] = "* We have options!" message[3] = "* Y-Yeah, don't do# something you'll regret!" message[4] = "* If it's Snowdin you# don't like, you can live# with me." message[5] = "* My house has the space.# A-And the posse loves# you!" message[6] = "* Please, you gotta# listen to us, Clover!" message[7] = "* You deserve better." message[8] = "* You're..." message[9] = "* You're serious." prt[0] = 332 prt[1] = 330 prt[2] = 322 prt[3] = 406 prt[4] = 418 prt[5] = 420 prt[6] = 322 prt[7] = 323 prt[8] = 322 prt[9] = 370 if (message_current == 8) { message_timer = 15 skippable = false } else { message_timer = -1 skippable = true } } break case 136: cutscene_wait(1) break case 137: cutscene_npc_action_sprite(1168, 2233, 1, false) if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod) obj_player_npc.image_index = 6 break case 138: cutscene_wait(1) break case 139: with (obj_newhome_03_cutscene_clover_soul) { image_alpha -= 0.05 if (image_alpha <= 0) { instance_destroy() other.scene++ } } break case 140: cutscene_wait(0.5) break case 141: cutscene_npc_action_sprite(1168, 2233, 1, false) break case 142: cutscene_wait(1) break case 143: cutscene_dialogue() with (msg) { talker[0] = 1161 talker[2] = 1169 talker[3] = 1161 talker[6] = 1164 talker[7] = 1161 talker[9] = 1169 talker[11] = 1161 message[0] = "* ..." message[1] = "* ...I understand." message[2] = "* Ceroba..." message[3] = "* This whole time, what# have we been doing?" message[4] = "* Dragging Clover around...# pulling at a leash." message[5] = "* Selfish." message[6] = "* ..." message[7] = "* Clover came here by# their own volition." message[8] = "* ...They deserve to# leave by it too." message[9] = "* But you don't want this# outcome, right?" message[10] = "* Surely..." message[11] = "* If there was another# way..." message[12] = "* But let's face it.# There isn't." message[13] = "* I believe Clover# realized that a long# time ago." prt[0] = 394 prt[1] = 371 prt[2] = 418 prt[3] = 370 prt[4] = 377 prt[5] = 371 prt[6] = 329 prt[7] = 377 prt[8] = 370 prt[9] = 406 prt[10] = 406 prt[11] = 377 prt[12] = 370 prt[13] = 371 switch message_current { case 2: obj_starlo_npc.npc_direction = "left" obj_martlet_npc.npc_direction = "right" break case 3: obj_ceroba_npc.npc_direction = "right" break case 4: obj_ceroba_npc.npc_direction = "left" break case 5: obj_ceroba_npc.npc_direction = "up" break case 6: obj_martlet_npc.npc_direction = "left" break case 7: obj_starlo_npc.npc_direction = "up" break case 8: obj_martlet_npc.npc_direction = "up" break case 9: obj_starlo_npc.npc_direction = "left" break } } break case 144: cutscene_wait(1.5) break case 145: cutscene_npc_direction(obj_starlo_npc, "up") break case 146: cutscene_wait(1) break case 147: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* ..." message[1] = "* I don't know what to# say..." message[2] = "* As much as I want to# stop you..." message[3] = "* I see it. In your eyes." message[4] = "* This is about our# freedom... isn't it?" prt[0] = 317 prt[1] = 317 prt[2] = 329 prt[3] = 317 prt[4] = 317 } break case 148: cutscene_npc_action_sprite(1168, 3114, 1, true, 0) break case 149: cutscene_wait(1) break case 150: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* ..." message[1] = "* Clover." message[2] = "* You are the bravest,# most selfless human I've# met." message[3] = "* Of course, I've only# met one..." message[4] = "* But if I ever meet# another, I hope they're# just like you." message[5] = "* I'd promote you to# sheriff 'cause lord# knows you've earned it," message[6] = "* But you aren't sheriff# material. " message[7] = "* You're much more." prt[0] = 406 prt[1] = 416 prt[2] = 418 prt[3] = 407 prt[4] = 419 prt[5] = 421 prt[6] = 416 prt[7] = 418 } break case 151: cutscene_wait(0.5) break case 152: cutscene_npc_action_sprite(1168, 2233, 1, false) if (obj_player_npc.image_index < 6 && obj_player_npc.sprite_index == spr_pacifist_ending_clover_nod) obj_player_npc.image_index = 6 break case 153: cutscene_wait(0.5) break case 154: cutscene_npc_walk(1164, 144, 269, 3, "y", "right") break case 155: obj_player_npc.npc_direction = "left" cutscene_advance() break case 156: cutscene_wait(0.5) break case 157: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* I... already made my# feelings known in# Hotland." message[1] = "* So..." prt[0] = 317 prt[1] = 317 } break case 158: obj_player_npc.image_alpha = 0 cutscene_npc_action_sprite(1164, 1547, 1, true, 0) break case 159: cutscene_wait(0.5) break case 160: cutscene_npc_walk(1169, 179, 268, 2, "y", "left") break case 161: cutscene_wait(0.5) break case 162: obj_martlet_npc.image_alpha = 0 cutscene_npc_action_sprite(1169, 1563, 1, true, 0) break case 163: cutscene_wait(1.5) break case 164: cutscene_dialogue() with (msg) { talker[0] = 1169 talker[1] = 1161 message[0] = "* Psst." message[1] = "* ..." prt[0] = 407 prt[1] = 382 } break case 165: cutscene_npc_walk(1161, 161, 281, 2, "y", "up") break case 166: cutscene_advance() break case 167: cutscene_wait(0.5) break case 168: obj_starlo_npc.image_alpha = 0 cutscene_npc_action_sprite(1161, 2991, 1, true, 0) break case 169: cutscene_wait(2) break case 170: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* This means more to us# than you know." message[1] = "* To everyone." prt[0] = 609 prt[1] = 2987 talker[2] = 1164 talker[3] = 1169 message[2] = "* ..." message[3] = "* ..." prt[2] = 317 prt[3] = 420 } break case 171: cutscene_wait(1) break case 172: if cutscene_npc_action_sprite(1161, 2780, 1, false, 0) obj_starlo_npc.image_alpha = 1 break case 173: cutscene_npc_walk(1161, obj_ceroba_npc.x, 310, 3, "y", "up") break case 174: cutscene_wait(0.5) break case 175: if cutscene_npc_action_sprite(1169, 3112, 1, false, 0) obj_martlet_npc.image_alpha = 1 break case 176: cutscene_npc_walk(1169, 210, obj_starlo_npc.y, 3, "y", "left") break case 177: cutscene_wait(1) break case 178: if cutscene_npc_action_sprite(1164, 1643, 1, false, 0) obj_player_npc.image_alpha = 1 break case 179: cutscene_npc_walk(1164, 132, 269, 3, "y", "right") break case 180: cutscene_wait(1) break case 181: obj_player_npc.npc_direction = "down" obj_starlo_npc.npc_direction = "down" obj_martlet_npc.npc_direction = "down" cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Well... " message[1] = "* I understand if you two# don't want to be here# for..." message[2] = "* You know." prt[0] = 377 prt[1] = 394 prt[2] = 370 } break case 182: cutscene_npc_walk(1169, 189, obj_ceroba_npc.y, 2, "x", "left") break case 183: cutscene_npc_direction(obj_ceroba_npc, "right") break case 184: cutscene_wait(0.5) break case 185: cutscene_dialogue() with (msg) { talker[0] = 1169 talker[1] = 1161 message[0] = "* Do you have what you# need?" message[1] = "* I do." prt[0] = 416 prt[1] = 370 } break case 186: cutscene_npc_walk(1161, obj_ceroba_npc.x, 330, 1, "y", "up") break case 187: if cutscene_npc_walk(1169, 191, 269, 2, "y", "left") { obj_player_npc.npc_direction = "right" obj_martlet_npc.npc_direction = "right" } break case 188: cutscene_wait(0.5) break case 189: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* Guess the suns getting# low." message[1] = "* I'll... see you around,# partner." prt[0] = 416 prt[1] = 418 } break case 190: cutscene_wait(1) break case 191: obj_player_npc.image_alpha = 0 cutscene_npc_action_sprite(1169, 844, 1, true, 0) if (obj_starlo_npc.sprite_index == spr_pacifist_ending_starlo_take_gun && obj_starlo_npc.image_index >= 12) { obj_starlo_npc.image_speed = 0 cutscene_advance() } break case 192: cutscene_wait(0.5) break case 193: obj_starlo_npc.image_speed = 1 cutscene_npc_action_sprite(1169, 844, 1, true, 0) if (obj_starlo_npc.sprite_index == spr_pacifist_ending_starlo_take_gun && obj_starlo_npc.image_index >= 20) { obj_starlo_npc.image_speed = 0 obj_starlo_npc.left_sprite_idle = 3489 obj_starlo_npc.action_sprite = false cutscene_advance() } break case 194: cutscene_wait(0.8) break case 195: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* ..." message[1] = "* You got a receipt for# that?" prt[0] = 416 prt[1] = 415 } break case 196: if cutscene_npc_action_sprite(1169, 844, 1, false, 0) { obj_player_npc.image_alpha = 1 obj_starlo_npc.action_sprite = false } obj_starlo_npc.left_sprite_idle = 232 if (obj_starlo_npc.image_index < 20) obj_starlo_npc.image_index = 20 break case 197: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* Thanks, kid." prt[0] = 418 } break case 198: cutscene_wait(0.5) break case 199: cutscene_npc_walk(1169, 190, 330, 2, "y", "up") if (obj_starlo_npc.y > (obj_player_npc.y + 15)) obj_player_npc.npc_direction = "down" break case 200: cutscene_wait(1) break case 201: obj_player_npc.npc_direction = "left" cutscene_advance() break case 202: cutscene_wait(0.5) break case 203: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* Goodbye, Clover." message[1] = "* You've changed my life.# Truly." prt[0] = 317 prt[1] = 320 } break case 204: cutscene_wait(1) break case 205: obj_player_npc.image_alpha = 0 cutscene_npc_action_sprite(1164, 3281, 1, true, 0) if (obj_martlet_npc.sprite_index == spr_pacifist_ending_martlet_take_hat && obj_martlet_npc.image_index >= 23) { obj_martlet_npc.image_speed = 0 cutscene_advance() } break case 206: cutscene_wait(0.5) break case 207: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* Heh..." message[1] = "* How will I know you're# a human now, huh?" prt[0] = 320 prt[1] = 320 } break case 208: cutscene_wait(0.5) break case 209: obj_martlet_npc.image_speed = 1 if cutscene_npc_action_sprite(1164, 3281, 1, true, 0) { obj_player_npc.left_sprite = 2644 obj_player_npc.left_sprite_idle = 2644 obj_player_npc.down_sprite = 1783 obj_player_npc.down_sprite_idle = 1783 obj_martlet_npc.right_sprite = 2702 obj_martlet_npc.right_sprite_idle = 1532 obj_martlet_npc.down_sprite = 2745 obj_martlet_npc.down_sprite_idle = 1532 obj_player_npc.image_alpha = 1 obj_martlet_npc.action_sprite = false } break case 210: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* This means a lot." prt[0] = 320 } break case 211: cutscene_wait(1) break case 212: cutscene_dialogue() with (msg) { talker[0] = 1164 message[0] = "* I'm sorry the world is# like this..." message[1] = "* But people like you# make it better." message[2] = "* Thank you." prt[0] = 315 prt[1] = 317 prt[2] = 320 } break case 213: cutscene_wait(1.5) break case 214: cutscene_npc_walk(1164, obj_martlet_npc.x, 330, 2, "y", "right") if (obj_martlet_npc.y > (obj_player_npc.y + 20)) obj_player_npc.npc_direction = "down" break case 215: cutscene_npc_direction(obj_ceroba_npc, "left") break case 216: cutscene_wait(0.5) break case 217: cutscene_npc_walk(1161, 160, 310, 3, "y", "down") break case 218: cutscene_npc_walk(1164, 160, 440, 2, "x", "down") if (obj_martlet_npc.y > (obj_starlo_npc.y + 20)) obj_starlo_npc.npc_direction = "down" break case 219: cutscene_wait(1) break case 220: cutscene_npc_walk(1169, 160, 330, 3, "y", "up") break case 221: cutscene_dialogue() with (msg) { talker[0] = 1169 message[0] = "* We'll... " message[1] = "* We'll be outside." prt[0] = 416 prt[1] = 420 } break case 222: scr_audio_fade_out(cutscene_music, 1000) cutscene_npc_walk(1169, 160, 440, 2, "y", "down") break case 223: cutscene_wait(1) break case 224: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* You've gained my# respect." message[1] = "* I mean it." prt[0] = 377 prt[1] = 370 if (message_current == 1) obj_ceroba_npc.npc_direction = "up" } break case 225: cutscene_wait(0.5) break case 226: cutscene_npc_walk(1161, 160, 300, 0.5, "x", "up") break case 227: cutscene_wait(0.5) break case 228: cutscene_npc_action_sprite(1161, 3215, 1, true, 0) break case 229: cutscene_wait(0.5) break case 230: cutscene_advance() break case 231: cutscene_wait(2) break case 232: if (overlay_alpha < 1) overlay_alpha += 0.025 else cutscene_advance() break case 233: cutscene_wait(1.5) break case 234: var soul = instance_create_depth(160, 272, (depth - 2), obj_newhome_03_cutscene_clover_soul) var soul_canister = instance_create_depth(161, 272, (depth - 1), obj_newhome_03_cutscene_clover_soul_capsule) soul.image_alpha = 0 soul.scene = 3 soul.image_xscale = 1 soul.image_yscale = 1 cutscene_advance() break case 235: obj_newhome_03_cutscene_clover_soul_capsule.image_alpha += 0.15 if (obj_newhome_03_cutscene_clover_soul_capsule.image_alpha >= 1) { obj_newhome_03_cutscene_clover_soul_capsule.image_alpha = 1 cutscene_advance() } break case 236: cutscene_wait(0.5) break case 237: obj_newhome_03_cutscene_clover_soul.image_alpha += 0.05 if (obj_newhome_03_cutscene_clover_soul.image_alpha >= 1) { obj_newhome_03_cutscene_clover_soul.image_alpha = 1 cutscene_advance() } break case 238: cutscene_wait(2.5) break case 239: obj_newhome_03_cutscene_clover_soul.scene = 4 cutscene_advance() break case 240: break case 241: cutscene_wait(1) break case 242: obj_newhome_03_cutscene_clover_soul_capsule.image_alpha -= 0.1 if (obj_newhome_03_cutscene_clover_soul_capsule.image_alpha <= 0) { obj_newhome_03_cutscene_clover_soul_capsule.image_alpha = 0 cutscene_advance() } break case 243: cutscene_wait(1) break case 244: obj_ceroba_npc.down_sprite = 1086 obj_ceroba_npc.up_sprite_idle = 2771 obj_ceroba_npc.action_sprite = false cutscene_advance() break case 245: if (overlay_alpha > 0) overlay_alpha -= 0.025 else cutscene_advance(250) break case 250: cutscene_wait(1.5) break case 251: cutscene_npc_walk(1161, 160, 320, 0.5, "y", "up") break case 252: cutscene_wait(0.5) break case 253: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Do you..." message[1] = "* ...want me to stay?" prt[0] = 609 prt[1] = 609 ch_msg = 1 ch[1] = "..." if (message_current == 1) { if (alpha_fade == false) { alpha_fade = true ch_delay = 45 ch_alpha = 0 } skippable = false } } break case 254: cutscene_wait(1) break case 255: cutscene_dialogue() with (msg) { message[0] = "" ch_msg = 0 ch[1] = "Go on" if (alpha_fade == false) { alpha_fade = true ch_alpha = 0 } } break case 256: cutscene_wait(1) break case 257: cutscene_dialogue() with (msg) { message[0] = "" ch_msg = 0 ch[1] = "I'll... be okay" if (alpha_fade == false) { alpha_fade = true ch_alpha = 0 } } break case 258: cutscene_wait(1) break case 259: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* ..." message[1] = "* Very well." message[2] = "* This won't be# forgotten." message[3] = "* Goodbye, Clover." prt[0] = 609 prt[1] = 2987 prt[2] = 2987 prt[3] = 609 } break case 260: cutscene_wait(1) break case 261: cutscene_npc_walk(1161, 160, 440, 1, "y", "down") break case 262: cutscene_camera_move(obj_pl.x, 230, 1) break case 263: cutscene_npc_action_sprite(1168, 380, 0, true, 0) audio_play_sound(snd_hurt, 1, 0) scr_screenshake(6, 2) cutscene_advance() break case 264: cutscene_wait(1) break case 265: obj_player_npc.image_speed = 1 cutscene_npc_action_sprite(1168, 380, 1, true, 0) break case 266: cutscene_wait(4.5) break case 267: if (!instance_exists(obj_newhome_03_dialogue_postfight_flowey)) { msg = instance_create_depth(0, 0, -800, obj_newhome_03_dialogue_postfight_flowey) scene++ } with (msg) { sdnfnt = 96 message[0] = " So, this is it?" message[1] = " All that work just to become# another cog in the machine?" message[2] = " Heh, you've grown so# predictable!" message[3] = " I could undo all of this right# now but... Maybe you've earned# your rest." message[4] = " After all, there's always# another." message[5] = " ..." message[6] = " Can't say it's been fun so...# I suppose this is where we part# ways." message[7] = " Oh, who am I kidding?" message[8] = " Until we meet again... friend." skippable = false message_timer = 45 } break case 268: if ((!audio_is_playing(mus_credits)) && obj_newhome_03_dialogue_postfight_flowey.message_current == 5) global.cutscene_music = audio_play_sound(mus_credits, 1, 0) if (!global.dialogue_open) { if cutscene_wait(1) cutscene_advance(269) } break case 268.5: if cutscene_wait(1) cutscene_advance(269) break case 269: cutscene_npc_action_sprite(1168, 803, 1, true, 0) obj_player_npc.action_sprite_stop = false cutscene_advance() break case 270: obj_player_npc.vspeed = (-clover_crawl_speed) if (clover_crawl_speed > 0.1) clover_crawl_speed = lerp(clover_crawl_speed, 0, 0.25) else clower_crawl_speed = 0 if (obj_player_npc.y <= 235) { obj_player_npc.y = 235 obj_player_npc.vspeed = 0 clover_crawl_speed = 0 cutscene_advance() } break case 271: cutscene_npc_action_sprite(1168, 3440, 1, true, 0) break case 272: cutscene_wait(1.5) break case 273: cutscene_npc_action_sprite(1168, 3537, 1, true, 0) break case 274: cutscene_wait(3.3) break case 275: cutscene_advance() break case 276: layer_y("Backgrounds_1", offset_y_current) layer_y("overlay", offset_y_current) layer_y("overlay_2", offset_y_current) offset_y_current += offset_y_scroll_speed if (obj_player_npc.y < 500) obj_player_npc.y += offset_y_scroll_speed if (offset_y_current > 300) { offset_y_scroll_speed -= 0.0025 if (offset_y_scroll_speed <= 0) { offset_y_scroll_speed = 0 cutscene_advance() } } break case 277: cutscene_screen_fade_out(0, 0.02) break case 278: if (audio_sound_get_track_position(global.cutscene_music) >= 57.5) { room = rm_credits_paci instance_destroy() } break } if (scene > 56 && scene < 57 && instance_exists(obj_dialogue)) { with (obj_dialogue) { if (message_current == 35) message_timer = 15 else message_timer = 60 } } if (clover_shake_intensity > 0.1) clover_shake_intensity = lerp(clover_shake_intensity, 0, 0.15) else clover_shake_intensity = 0 if (scene > 62 && scene < 75) { zen_dialogue_gain = lerp(zen_dialogue_gain, 0, 0.015) with (obj_dialogue_nongui) audio_sound_gain(sndfnt, other.zen_dialogue_gain, 0) } else { with (obj_dialogue_pacifist_ending_flashbacks) audio_sound_gain(sndfnt, 1, 0) }