var actor_crestina = 769; var actor_dad = 371; var actor_orion = 553; var actor_ceroba = 1161; switch (scene) { case 0: scr_cutscene_start(); audio_sound_gain(obj_radio.current_song, 0, 750); cutscene_wait(1); break; case 1: cutscene_dialogue(); with (msg) { position = 0; talker[0] = actor_dad; talker[1] = actor_crestina; talker[2] = 1161; talker[4] = actor_orion; talker[5] = actor_crestina; talker[6] = actor_orion; talker[7] = actor_dad; talker[8] = actor_crestina; talker[9] = 1161; talker[11] = actor_dad; sndfnt_array[0] = 391; sndfnt_array[1] = 391; sndfnt_array[2] = 108; sndfnt_array[3] = 108; sndfnt_array[4] = 391; sndfnt_array[5] = 391; sndfnt_array[6] = 391; sndfnt_array[7] = 391; sndfnt_array[8] = 391; sndfnt_array[9] = 108; sndfnt_array[10] = 108; sndfnt_array[11] = 391; message[0] = "* So you can't find Starlo# anywhere?"; message[1] = "* That isn't like him at all!"; message[2] = "* I was hoping he was# here, hiding in his room# or something.\t"; message[3] = "* Now... I have no idea."; message[4] = "* Maybe he ran away? His empire# did just crumble beneath him."; message[5] = "* Where though? The path he took# only leads to the Steamworks# gate."; message[6] = "* Do you think he... jumped the# fence?"; message[7] = "* There's no way! He can't do# that! There's nothin' out# there!"; message[8] = "* Was he ever one to stick to# the rules though? He# might've..."; message[9] = "* It's okay, stay calm. We# haven't exhausted our# options yet.\t"; message[10] = "* I'm sure he'll return# soon. He's too much of# a softy at heart."; message[11] = "* I hope you're right..."; prt[2] = 394; prt[3] = 394; prt[9] = 370; prt[10] = 394; } break; case 2: cutscene_wait(0.25); break; case 3: instance_create(obj_pl.x, obj_pl.y, obj_player_npc); cutscene_advance(); break; case 4: cutscene_npc_walk(actor_ceroba, 100, actor_ceroba.y, 2, "x", "down"); break; case 5: cutscene_wait(0.25); break; case 6: cutscene_npc_walk(1168, 162, 162, 3, "y", "left"); break; case 7: cutscene_npc_walk(actor_ceroba, 100, 200, 2, "y", "down"); break; case 8: if (actor_ceroba.image_alpha > 0) { actor_ceroba.image_alpha -= 0.1; } else { instance_destroy(actor_ceroba); cutscene_advance(); } break; case 9: instance_destroy(actor_ceroba); instance_destroy(obj_player_npc); cutscene_advance(); break; case 10: global.dunes_flag[36] = 1; audio_sound_gain(obj_radio.current_song, 1, 500); cutscene_end(); break; }