switch scene { case -2: scr_cutscene_end() cutscene_advance() break case -1: if (obj_pl.y < 240) { scr_cutscene_start() obj_pl.direction = 90 cutscene_advance() } break } if (global.sworks_flag[6] == 0) { switch scene { case 0: cutscene_instance_create(obj_pl.x, ((__view_get((1 << 0), 0)) - 20), obj_axis_npc) break case 1: cutscene_wait(1) break case 2: cutscene_npc_walk(1166, obj_axis_npc.x, ((__view_get((1 << 0), 0)) + 40), 4, "y", "down") break case 3: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* I CANNOT BELIEVE YOU# FELL FOR THAT." message[1] = "* I AM SMART, THEREFORE I# PREDICTED YOUR ESCAPE." message[2] = "* NOW, BACK YOU GO." prt[0] = 473 prt[1] = 473 prt[2] = 473 position = 0 } break case 4: cutscene_wait(1) break case 5: cutscene_npc_walk(1166, obj_axis_npc.x, (obj_axis_npc.y + 100), 1, "y", "down") cutscene_advance() break case 6: global.sworks_flag[6] = 1 cutscene_change_room(160, 290, 140, 0.1) break } } if (global.sworks_flag[6] == 2) { switch scene { case 0: cutscene_instance_create(obj_pl.x, ((__view_get((1 << 0), 0)) - 20), obj_axis_npc) break case 1: cutscene_wait(1) break case 2: cutscene_npc_walk(1166, obj_pl.x, ((__view_get((1 << 0), 0)) + 40), 4, "y", "down") break case 3: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* WHAT. WHY." message[1] = "* DID YOU THINK I WOULD# JUST LEAVE AFTER ONE# ATTEMPT?" message[2] = "* ... I WAS ABOUT TO,# ACTUALLY. THAT WAS# CLOSE." message[3] = "* I WILL LOCK THE DOOR# FROM NOW ON." message[4] = "* BYE NOW." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 position = 0 } break case 4: cutscene_wait(1) break case 5: cutscene_npc_walk(1166, obj_axis_npc.x, (obj_axis_npc.y + 100), 1, "y", "down") cutscene_advance() break case 6: global.sworks_flag[6] = 3 cutscene_change_room(160, 290, 140, 0.1) break } }