if live_call() return global.live_result; switch scene { case 0: if (keyboard_multicheck_pressed(0) && scr_interact()) { scr_cutscene_start() scene++ } break case 1: scr_text() with (msg) { message[0] = "* (Get on?)" ch_msg = 0 ch[1] = "Yes" ch[2] = "No" if (outcome == 1) { other.actor_clover = instance_create(obj_pl.x, obj_pl.y, obj_player_npc) other.scene = 2 } if (outcome == 2) { other.scene = 0 scr_cutscene_end() } } break case 2: cutscene_npc_walk(actor_clover, 1140, 300, 3, "x", "up") break case 3: cutscene_wait(0.25) break case 4: with (actor_clover) { audio_play_sound(snd_playerjump, 1, 0) action_sprite = true jump_noloop = false image_speed = 0 sprite_index = spr_pl_run_up image_index = 5 vspeed = -2 } cutscene_advance() break case 5: with (actor_clover) { if (y < 265) jump_noloop = true if (jump_noloop == true) { vspeed += 0.5 if (vspeed >= 1.5) { action_sprite = false npc_direction = "up" vspeed = 0 other.scene++ } } } break case 6: cutscene_wait(1.5) break case 7: with (obj_raft_flowey) { if (vspeed > -1) vspeed -= 0.025 if (vspeed < 0.5) { if (sprite_index != spr_ava_vertical) sprite_index = spr_ava_vertical } obj_player_npc.vspeed = vspeed } if (obj_player_npc.y < 120) { obj_raft_flowey.vspeed = 0 obj_player_npc.vspeed = 0 cutscene_camera_freeze() } break case 8: if cutscene_wait(1.5) scr_audio_fade_out(obj_radio.bgm, 1000) break case 9: depth = obj_player_npc.depth + 1 layer_y("overlay", (layer_get_y("overlay") + 1)) if (layer_get_y("overlay") >= 0) scene++ break case 10: cutscene_wait(1.5) break case 11: if (vspeed < 0.5) vspeed += 0.025 if (obj_player_npc.y >= (camera_get_view_y(view_camera[0]) + 210)) { vspeed = 0 cutscene_advance() } obj_player_npc.vspeed = vspeed break case 12: cutscene_wait(1.5) break case 13: image_alpha = 0 script_execute(gml_Script_scr_enemy_defragment) if (!audio_is_playing(snd_monster_damage_death)) audio_play_sound(snd_monster_damage_death, 20, 0) scene++ break case 14: cutscene_wait(1.5) var x_target = camera_get_view_x(view_camera[0]) + 160 var y_target = camera_get_view_y(view_camera[0]) + 210 obj_player_npc.x = lerp(obj_player_npc.x, x_target, 0.05) obj_player_npc.y = lerp(obj_player_npc.y, y_target, 0.05) break case 15: if (yellow_overlay_alpha < 1) yellow_overlay_alpha += 0.05 else cutscene_advance() break case 16: cutscene_wait(0.5) break case 17: instance_destroy(obj_flowey_battle_ow_controller) room = rm_battle_flowey_phase_2 texture_flush("BattleHotlandFloweyPhase1") break }