if live_call() return global.live_result; switch scene { case 0: cutscene_wait(1) break case 1: cutscene_npc_walk(959, 610, 170, 2, "y", "left") cutscene_advance() break case 2: cutscene_npc_walk(1168, 540, 170, 2, "y", "right") break case 3: cutscene_wait(1) break case 4: cutscene_dialogue() with (msg) { talker[0] = 959 message[0] = "* Through this door." message[1] = "* . . ." prt[0] = 3107 prt[1] = 3090 } break case 5: cutscene_npc_walk(959, 610, 150, 2, "y", "down") cutscene_advance() break case 6: cutscene_wait(0.5) break case 7: cutscene_npc_walk(1168, obj_asgore_npc.x, obj_player_npc.y, 2, "x", "up") break case 8: cutscene_wait(1) break case 9: obj_asgore_npc.npc_direction = "up" cutscene_advance() break case 10: cutscene_change_room(269, 160, 120, 0.025) break }