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, 3194); 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; break; case 7: cutscene_instance_create(camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0]) + 40, obj_pl.y, 1161); 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(1161, 1171); global.party_member = 1171; global.sworks_flag[15] = 1; cutscene_advance(); break; case 15: cutscene_end(); break; }