switch scene { case 0: with (obj_event_collider) { if (trigger == true) { instance_destroy() scr_cutscene_start() if (global.sworks_flag[15] == 0) { obj_pl.direction = 180 other.scene++ } } } break case 1: cutscene_instance_create((obj_pl.x - 40), obj_pl.y, obj_flowey_npc) obj_flowey_npc.action_sprite = true obj_flowey_npc.sprite_index = spr_floweyrise obj_flowey_npc.image_speed = 0.2 break case 2: if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) { obj_flowey_npc.npc_direction = "right" obj_flowey_npc.action_sprite = false cutscene_advance() } break case 3: cutscene_wait(0.5) break case 4: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Howdy!" message[1] = "* Boy am I glad that fox# lady let you roam free# for a bit." message[2] = "* Not being able to talk# to my pal has been# torture!" message[3] = "* Now, I know she roped# ya into some Lab detour# but..." message[4] = "* Come on... captive# monsters? Talk about a# conspiracy nut!" message[5] = "* I mean, it's like you# don't wanna follow my# advice!" message[6] = "* Remember your REAL# mission, Clover." message[7] = "* The five children you# set out to find in the# first place." message[8] = "* There's no need to# visit that dingy lab, ya# know?" message[9] = "* ASGORE's still out# there threatening human# lives!" message[10] = "* Keep your head in the# game." message[11] = "* This is our journey.# Not Ceroba's." prt[0] = 348 prt[1] = 347 prt[2] = 357 prt[3] = 347 prt[4] = 349 prt[5] = 349 prt[6] = 3251 prt[7] = 348 prt[8] = 357 prt[9] = 356 prt[10] = 353 prt[11] = 352 } break case 5: cutscene_npc_action_sprite(3194, 245, 0.25, true, 0) break case 6: instance_destroy(obj_flowey_npc) cutscene_wait(1) break case 7: cutscene_instance_create((camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0]) + 40), obj_pl.y, obj_ceroba_npc) break case 8: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Hey, wait up!" prt[0] = 370 } obj_pl.direction = 0 break case 9: audio_sound_gain(obj_radio.current_song, 0, 500) cutscene_advance() break case 10: cutscene_npc_walk(1161, (obj_pl.x + 40), obj_pl.y, 3, "x", "left") break case 11: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* I think I'm ready to# get back into things." message[1] = "* Lead the way." prt[0] = 377 prt[1] = 370 } break case 12: cutscene_npc_walk(1161, (obj_pl.x + 20), obj_pl.y, 3, "x", "left") break case 13: audio_sound_gain(obj_radio.current_song, 1, 500) cutscene_advance() break case 14: obj_pl.direction = 180 scr_actor_into_follower(obj_ceroba_npc, obj_ceroba_follower) global.party_member = 1171 global.sworks_flag[15] = 1 cutscene_advance() break case 15: cutscene_end() break }