var actor_starlo = 1169; var actor_ceroba = 1161; switch (scene) { case 0: scr_cutscene_start(); cutscene_wait(2); break; case 1: cutscene_music_start(176); case 2: cutscene_dialogue(); with (msg) { message[0] = "* I'm really sorry about# the pops Starlo."; message[1] = "* When I see them...# It's like a demon takes# over."; prt[0] = 375; prt[1] = 375; sndfnt_array[0] = 108; talker[0] = actor_ceroba; position = 0; } break; case 3: cutscene_wait(1); break; case 4: cutscene_npc_direction(actor_starlo, "right"); break; case 5: cutscene_dialogue(); with (msg) { message[0] = "* Look at it from# my point of view."; message[1] = "* You're looking forward# to some pops after a# long hard work day..."; message[2] = "* Only to come home# just to see..."; message[3] = "* Just to see..."; prt[0] = 419; prt[1] = 419; prt[2] = 406; prt[3] = 406; sndfnt_array[0] = 107; talker[0] = actor_starlo; position = 0; } break; case 6: cutscene_wait(1); break; case 7: cutscene_npc_direction(actor_starlo, "left"); break; case 8: cutscene_dialogue(); with (msg) { message[0] = "* Argh!"; message[1] = "* I need time..."; prt[0] = 406; prt[1] = 406; sndfnt_array[0] = 107; talker[0] = actor_starlo; position = 0; } break; case 9: cutscene_npc_walk(actor_starlo, actor_starlo.x - 100, actor_starlo.y, 4, "x", "left"); break; case 10: cutscene_wait(3); break; case 11: cutscene_dialogue(); with (msg) { message[0] = "* Loool worth it."; message[1] = "* Those pops were# delicious."; prt[0] = 375; prt[1] = 375; sndfnt_array[0] = 108; talker[0] = actor_ceroba; position = 0; } break; case 12: cutscene_wait(3); break; case 13: cutscene_npc_direction(actor_ceroba, "down"); break; case 14: cutscene_music_start(162); break; case 15: cutscene_dialogue(); with (msg) { message[0] = "* What are YOU looking# at?!"; prt[0] = 375; sndfnt_array[0] = 108; talker[0] = actor_ceroba; position = 0; } break; }