var actor_crestina = 769 var actor_dad = 371 var actor_orion = 553 var actor_ceroba = obj_ceroba_npc 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. " 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. " 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 }