if (live_call()) return global.live_result; switch (scene) { case 0: if (obj_pl.x < 400) { instance_create(obj_pl.x, obj_pl.y, obj_player_npc); cutscene_advance(); } break; case 1: cutscene_npc_walk(1168, obj_martlet_npc.x, obj_pl.y, 3, "x", "up"); break; case 2: if (cutscene_wait(1.5)) cutscene_advance(2.5); break; case 2.5: if (cutscene_npc_walk(1168, obj_martlet_npc.x, obj_martlet_npc.y + 60, 1, "x", "up")) cutscene_advance(3); break; case 3: cutscene_camera_move(obj_martlet_npc.x, 300, 1); camera_set_view_speed(view_camera[0], -1, -1); break; case 4: cutscene_wait(0.5); break; case 5: cutscene_instance_create(obj_martlet_npc.x, obj_martlet_npc.y - 45, 1147); audio_play_sound(snd_encounter, 1, 0); break; case 6: cutscene_wait(1); break; case 7: cutscene_npc_direction(1164, "down"); instance_destroy(obj_cutscene_ex); break; case 8: cutscene_wait(0.5); break; case 9: cutscene_dialogue(); with (msg) { talker[0] = 1164; position = 1; message[0] = "* ..."; message[1] = "* So you found me..."; message[2] = "* Pretty easy when# there's so few left."; prt[0] = 315; prt[1] = 336; prt[2] = 338; } break; case 10: cutscene_wait(0.5); break; case 11: cutscene_npc_action_sprite(1168, 3380, 1, true, 0, 634, 2); break; case 12: cutscene_wait(1); break; case 13: cutscene_battle_initiate("martlet genocide final", true, false); break; }