switch (scene) { case 0: cutscene_wait(0.75); break; case 1: cutscene_sfx_play(25, 1); scr_screenshake_battle(20, 2); break; case 2: cutscene_wait(1.5); break; case 3: obj_dialogue_box_battle_transformation_any.battle_box_resize_midfight = true; scene++; break; case 4: if (obj_dialogue_box_battle_transformation_any.battle_box_resize_midfight == false) cutscene_advance(); break; case 5: scr_text_battle(); with (msg) { sndfnt = 108; message[0] = "* And there we go!"; message[1] = "* Good job holding your# own while I was# occupied."; message[2] = "* Axis seems pretty# dazed, one more shock# should do him in!"; message[3] = "* Let's end this!"; prt[0] = 372; prt[1] = 372; prt[2] = 371; prt[3] = 370; } if (!global.dialogue_open) cutscene_advance(); break; case 6: global.party_member = 1171; scene++; break; case 7: with (obj_dialogue_box_battle_transformation_any) event_user(0); instance_destroy(); break; }