var actor_ceroba = 1161; switch (scene) { case 0: cutscene_npc_walk_wait(actor_ceroba, 190, 270, 4, "x", "up"); break; case 1: global.cutscene = true; cutscene_advance(); break; case 2: cutscene_dialogue(); with (msg) { talker[0] = actor_ceroba; message[0] = "* I see something. Follow# me."; prt[0] = 393; } break; case 3: cutscene_npc_walk(actor_ceroba, 190, 110, 5, "x", "up"); break; case 4: instance_destroy(actor_ceroba); global.sworks_flag[0] = 2; cutscene_end(); break; }