if live_call() return global.live_result; switch scene { case 0: scr_cutscene_start() obj_pl.x = 680 obj_pl.y = 140 obj_pl.direction = 90 cutscene_camera_freeze(700, 140) break case 1: cutscene_wait(1.5) break case 2: cutscene_instance_create((obj_pl.x + 20), obj_pl.y, obj_flowey_npc) instance_create(obj_pl.x, obj_pl.y, obj_player_npc) obj_flowey_npc.action_sprite = true obj_flowey_npc.npc_direction = "up" obj_flowey_npc.sprite_index = spr_floweyrise_up obj_flowey_npc.image_speed = 1 break case 3: with (obj_flowey_npc) { if (image_index >= (image_number - 1)) { action_sprite = false other.scene += 1 } } break case 4: cutscene_wait(1.5) break case 5: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* ..." message[1] = "* ..." message[2] = "* What... was that?" message[3] = "* Clover... what..." message[4] = "* Um, okay. No, this is# fine." message[5] = "* This can be very useful# against the Ki" prt[0] = 352 prt[1] = 353 prt[2] = 352 prt[3] = 352 prt[4] = 353 prt[5] = 348 if (message_current == 5) { skippable = false message_timer = 10 } } break case 6: obj_flowey_npc.npc_direction = "left" cutscene_npc_walk(1168, 480, 140, 2, "x", "left") if (obj_player_npc.x < 580) cutscene_advance(7) break case 7: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Wait, where are you# going?" message[1] = "* I'm still talking!" prt[0] = 352 prt[1] = 351 } break case 8: if cutscene_npc_action_sprite(3194, 245, 0.2, false) instance_destroy(obj_flowey_npc) break case 9: cutscene_wait(1) break case 10: global.sworks_flag[31] = 4 cutscene_change_room(206, 630, 170, 0.05) obj_pl.direction = 180 break }