switch scene { case 0: if place_meeting(x, y, obj_pl) { scr_cutscene_start() cutscene_advance(5) } break case 1: cutscene_follower_into_actor() break case 2: cutscene_npc_walk(1161, obj_pl.x, (obj_pl.y + 30), 3, "y", "up") break case 3: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* I'll wait outside." prt[0] = 377 } break case 4: obj_pl.direction = 90 cutscene_wait(0.5) break case 5: cutscene_change_room(275, 160, 380, 0.1) global.cutscene = false global.party_member = -4 global.sworks_flag[50] = 1 break case 6: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 7: cutscene_npc_walk(1168, obj_ceroba_npc.x, (obj_ceroba_npc.y - 20), 2, "y", "down") break case 8: cutscene_wait(0.5) break case 9: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* Where'd you go?" message[1] = "* It's like I blinked and# lost you." message[2] = "* Well, uh, don't do that# again." prt[0] = 370 prt[1] = 371 prt[2] = 370 } actor_follower = 1161 break case 10: cutscene_npc_walk(1161, obj_player_npc.x, (obj_player_npc.y - 20), 3, "y", "down") break case 11: global.party_member = 1171 cutscene_actor_into_follower() break case 12: scr_cutscene_end() instance_destroy(obj_player_npc) scene = 0 global.sworks_flag[50] = 0 break }