1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
5 |
cutscene_follower_into_actor(); |
6 |
break; |
7 |
case 1: |
8 |
cutscene_npc_walk(1161, 555, obj_pl.y, 3, "x", "right"); |
9 |
scene = 2; |
10 |
break; |
11 |
case 2: |
12 |
cutscene_wait(0.2); |
13 |
break; |
14 |
case 3: |
15 |
cutscene_npc_walk(1168, 580, obj_pl.y, 3, "x", "left"); |
16 |
break; |
17 |
case 4: |
18 |
cutscene_dialogue(); |
19 |
with (msg) |
20 |
{ |
21 |
talker[0] = 1161; |
22 |
message[0] = "* I gotta say, that was# pretty entertaining!"; |
23 |
message[1] = "* Glad we could bypass# Axis without destroying# him."; |
24 |
message[2] = "* Turns out you're a# pretty damn good leader,# Clover!"; |
25 |
message[3] = "* I don't know why I# doubted-"; |
26 |
message[4] = "* ..."; |
27 |
message[5] = "* Right."; |
28 |
prt[0] = 372; |
29 |
prt[1] = 374; |
30 |
prt[2] = 395; |
31 |
prt[3] = 372; |
32 |
prt[4] = 394; |
33 |
prt[5] = 371; |
34 |
} |
35 |
break; |
36 |
case 5: |
37 |
cutscene_npc_direction(1161, "left"); |
38 |
break; |
39 |
case 6: |
40 |
cutscene_wait(1); |
41 |
break; |
42 |
case 7: |
43 |
cutscene_dialogue(); |
44 |
with (msg) |
45 |
{ |
46 |
talker[0] = 1161; |
47 |
message[0] = "* ..."; |
48 |
message[1] = "* I see our exit up ahead."; |
49 |
message[2] = "* We're close."; |
50 |
prt[0] = 394; |
51 |
prt[1] = 371; |
52 |
prt[2] = 370; |
53 |
if (message_current == 2) |
54 |
obj_ceroba_npc.npc_direction = "right"; |
55 |
} |
56 |
break; |
57 |
case 8: |
58 |
cutscene_npc_walk(1161, obj_player_npc.x + 20, obj_player_npc.y, 3, "left"); |
59 |
break; |
60 |
case 9: |
61 |
cutscene_actor_into_follower(); |
62 |
instance_destroy(obj_player_npc); |
63 |
break; |
64 |
case 10: |
65 |
global.sworks_flag[40] = 1; |
66 |
cutscene_end(); |
67 |
break; |
68 |
} |