switch (scene) { case 0: cutscene_wait(0.5); break; case 1: obj_dialogue_box_battle_transformation_any.battle_box_resize_midfight = true; scene++; break; case 2: if (obj_dialogue_box_battle_transformation_any.battle_box_resize_midfight == false) cutscene_advance(); break; case 3: scr_text_battle(); with (msg) { sndfnt = 108; message[0] = "* What now? His SOUL# gauge is pulsing..."; message[1] = "* You have any ideas?"; prt[0] = 371; prt[1] = 370; } if (!global.dialogue_open) cutscene_advance(); break; case 4: with (obj_dialogue_box_battle_transformation_any) event_user(0); instance_destroy(); break; }