var actor_starlo = obj_starlo_npc var actor_ceroba = obj_ceroba_npc 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 }