var actor_starlo = obj_starlo_npc switch scene { case 0: cutscene_player_interact(actor_starlo) break case 1: scr_cutscene_start() cutscene_wait(2) break case 2: cutscene_npc_direction(actor_starlo, "up") break case 3: cutscene_wait(2) break case 4: cutscene_npc_direction(actor_starlo, "down") break case 5: cutscene_dialogue() with (msg) { message[0] = "* This is really bad." message[1] = "* I'm a fake test Starlo." message[2] = "* But I won't leave# it this way!" message[3] = "* (It doesn't have to be this way.)" prt[0] = 406 prt[1] = 426 prt[2] = 422 sndfnt_array[0] = 107 sndfnt_array[3] = 391 talker[0] = actor_starlo talker[3] = -4 } break case 6: cutscene_wait(2) break case 7: cutscene_npc_walk(actor_starlo, actor_starlo.x, (actor_starlo.y + 40), 2, "y", "down", 1031) break case 8: cutscene_wait(3) break case 9: cutscene_music_start(176, 300) break case 10: cutscene_wait(2) break case 11: cutscene_dialogue() with (msg) { message[0] = "* A" prt[0] = 417 sndfnt_array[0] = 107 talker[0] = actor_starlo } break case 12: scr_cutscene_end() break }