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), obj_cutscene_ex) audio_play_sound(snd_encounter, 1, 0) break case 6: cutscene_wait(1) break case 7: cutscene_npc_direction(obj_martlet_npc, "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 }