switch scene { case 0: cutscene_follower_into_actor() if (global.sworks_flag[37] < 2) instance_create(0, 0, obj_factory_03_shaft_intro) else instance_create(x, y, obj_overworld_fade_in_screen) instance_create(obj_pl.x, obj_pl.y, obj_player_npc) with (obj_player_npc) { x = 185 y = 147 action_sprite = true sprite_index = spr_factory_03_clover_lying_down } with (actor_follower) { x = 144 y = 144 action_sprite = true sprite_index = spr_factory_03_ceroba_lying_down } break case 1: if (!instance_exists(obj_factory_03_shaft_intro)) scene++ break case 2: if (global.sworks_flag[37] == 1) cutscene_wait(2) else cutscene_wait(0.5) break case 3: cutscene_dialogue() if (global.sworks_flag[37] == 1) { with (msg) { position = 1 ch_msg = 2 talker[0] = 1161 message[0] = "* Ow..." message[1] = "* I am so tired of this# \"falling\" thing. " message[2] = "* How about you?" prt[0] = 384 prt[1] = 377 prt[2] = 370 ch[1] = "So\ntired..." ch[2] = "Again!" if (outcome == 1) { message[3] = "* Like, can't gravity# screw off every now and# then? Seriously." prt[3] = 377 } if (outcome == 2) { message[3] = "* Again??? You didn't# hit your head just# now, did you?" prt[3] = 381 } message[4] = "* Sigh..." prt[4] = 370 } } else { with (msg) { position = 1 talker[0] = 1161 message[0] = "* Ugh..." prt[0] = 370 } } break case 4: cutscene_npc_reset_sprite(1161, "down") audio_play_sound(snd_playerjump, 1, 0) with (obj_ceroba_npc) path_start(pt_pljump, 2, path_action_stop, false) break case 5: with (obj_ceroba_npc) { if (path_position >= 1) other.scene++ } break case 6: obj_ceroba_npc.npc_direction = "right" cutscene_dialogue() if (global.sworks_flag[37] == 1) { with (msg) { position = 1 talker[0] = 1161 message[0] = "* Come on, get up. We can# do this." prt[0] = 370 } } else { with (msg) { position = 1 talker[0] = 1161 message[0] = "* Gotta try again." prt[0] = 370 } } break case 7: cutscene_npc_reset_sprite(1168, "down") audio_play_sound(snd_playerjump, 1, 0) with (obj_player_npc) path_start(pt_pljump, 2, path_action_stop, false) break case 8: with (obj_player_npc) { if (path_position >= 1) other.scene++ } break case 9: cutscene_wait(0.5) break case 10: obj_pl.direction = 0 cutscene_actor_into_follower() obj_pl.direction = 270 global.sworks_flag[37] = 2 global.sworks_flag[23] = 1 cutscene_end() break }