1 |
event_inherited() |
2 |
if interact |
3 |
can_talk = true |
4 |
if (can_talk == true) |
5 |
{ |
6 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
7 |
is_talking = 1 |
8 |
with (msg) |
9 |
{ |
10 |
dialogue_is_minishop = true |
11 |
portrait = false |
12 |
sndfnt = 99 |
13 |
if (other.npc_flag == 0) |
14 |
{ |
15 |
message[0] = "* Hello, traveler!" |
16 |
message[1] = "* Would you be interested in# having your fortune told?" |
17 |
message[2] = "* Only 5G per fortune!" |
18 |
message[3] = "* Now, you may be thinking that# price is a little low." |
19 |
message[4] = "* What quality fortune from an# experienced fortune teller# costs 5G?" |
20 |
message[5] = "* Well, your suspicions would be# correct!" |
21 |
message[6] = "* See, I'm a fortune teller in# training, so I'm selling tiny# fortunes!" |
22 |
message[7] = "* Practice, you see." |
23 |
message[8] = "* So, can I interest you in a# bite-sized fortune?" |
24 |
ch_msg = 8 |
25 |
} |
26 |
else if (other.npc_flag <= 5) |
27 |
{ |
28 |
message[0] = "* Tiny fortunes, still only 5G!" |
29 |
message[1] = "* Would you like one?" |
30 |
ch_msg = 1 |
31 |
} |
32 |
else if (other.npc_flag == 6) |
33 |
{ |
34 |
message[0] = "* Oh, I am sorry but I cannot# give anymore fortunes now." |
35 |
message[1] = "* As part of my training, I can# only see the future four times# a day." |
36 |
message[2] = "* You may come back tomorrow!" |
37 |
other.can_talk = false |
38 |
other.npc_flag++ |
39 |
} |
40 |
else if (other.npc_flag == 7) |
41 |
{ |
42 |
message[0] = "* Is it tomorrow already?" |
43 |
message[1] = "* I am never sure." |
44 |
message[2] = "* It is hard to tell when you# cannot see the sun go down." |
45 |
message[3] = "* I do not think it is tomorrow# yet, so I will assume it is not." |
46 |
other.can_talk = false |
47 |
} |
48 |
ch[1] = "Sure" |
49 |
ch[2] = "Nope" |
50 |
if (outcome == 1) |
51 |
{ |
52 |
if (global.player_gold >= 5) |
53 |
{ |
54 |
message[(message_current + 1)] = "* Let us see what the world has# in store for you..." |
55 |
global.cutscene = true |
56 |
global.player_gold -= 5 |
57 |
if (other.npc_flag == 0) |
58 |
other.npc_flag++ |
59 |
other.fortune_ready = true |
60 |
other.npc_flag++ |
61 |
audio_sound_gain(obj_oasis_indoors_dynamic_music.dynamic_mus, 0, 300) |
62 |
} |
63 |
else |
64 |
message[(message_current + 1)] = "* (Not enough G)" |
65 |
other.can_talk = false |
66 |
} |
67 |
if (outcome == 2) |
68 |
{ |
69 |
message[(message_current + 1)] = "* If you change your mind, I'll# be here." |
70 |
message[(message_current + 2)] = "* Otherwise, I may never get# better." |
71 |
other.can_talk = false |
72 |
if (other.npc_flag == 0) |
73 |
other.npc_flag += 1 |
74 |
} |
75 |
} |
76 |
} |
77 |
if (fortune_ready == true && (!global.dialogue_open)) |
78 |
{ |
79 |
alarm[0] = 45alarm[0]sprite_index = spr_fortune_teller_open
audio_play_sound(snd_mirrorbreak, 1, 0)
var screenshake = instance_create(0, 0, obj_screenshake)
screenshake.timer = 15
screenshake.intensity = 1
alarm[1] = 75 |
80 |
fortune_ready = false |
81 |
} |
82 |
if (fortune == true) |
83 |
{ |
84 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
85 |
is_talking = true |
86 |
switch npc_flag |
87 |
{ |
88 |
case 2: |
89 |
with (msg) |
90 |
{ |
91 |
message[0] = "* Hmmmm-Oh dear!" |
92 |
message[1] = "* The future seems to indicate# you're in for a tumble!" |
93 |
message[2] = "* Oh nonono, it looks like a big# one too!" |
94 |
message[3] = "* It will happen very soon!" |
95 |
message[4] = "* Hang on..." |
96 |
message[5] = "* Oh... tumbleWEED." |
97 |
message[6] = "* I guess I got a little excited# and missed that second part." |
98 |
message[7] = "* Sorry for the scare, looks like# everything is fine after all." |
99 |
} |
100 |
break |
101 |
case 3: |
102 |
with (msg) |
103 |
{ |
104 |
var cur_hour = current_hour |
105 |
var cur_minute = current_minute + 2 |
106 |
if (cur_minute >= 60) |
107 |
{ |
108 |
cur_minute = cur_minute - 60 |
109 |
cur_hour += 1 |
110 |
} |
111 |
message[0] = "* Hmmmm... ah yes, here we go!" |
112 |
message[1] = "* A very specific reading too,# these are rare!" |
113 |
message[2] = "* In approximately two minutes..." |
114 |
message[3] = "* It will be " + string(cur_hour) + ":" + string(cur_minute) + "!" |
115 |
message[4] = "* Well, I hope that knowledge is# helpful!" |
116 |
} |
117 |
break |
118 |
case 4: |
119 |
with (msg) |
120 |
{ |
121 |
message[0] = "* Hmmmm-Gah!" |
122 |
message[1] = "* I have never seen a fortune# this dark before!" |
123 |
message[2] = "* I-I, are you sure you want to# hear it?" |
124 |
message[3] = "* Wha-what am I saying? You have# a right to hear it!" |
125 |
message[4] = "* Umm... hold on let me steel# myself first." |
126 |
message[5] = "* Okay." |
127 |
message[6] = "* I see death in your future." |
128 |
message[7] = "* Uh-but do not worry too much!# There is no time given and,# well, everyone dies eventually!" |
129 |
message[8] = "* Maybe I am seeing a hundred# years from now-or two-hundred!# That is even better!" |
130 |
} |
131 |
break |
132 |
case 5: |
133 |
with (msg) |
134 |
{ |
135 |
message[0] = "* Hmmm... Oh! I got something!" |
136 |
message[1] = "* Oh goodie, it is you!" |
137 |
message[2] = "* I see you and-oh this is# exciting-you are walking!" |
138 |
message[3] = "* Walking past a big, clear water# cooler in..." |
139 |
message[4] = "* Oh wait, hold on. You don't# wear stripes do you?" |
140 |
message[5] = "* That doesn't look like you at# all." |
141 |
message[6] = "* Sorry, no charge on that one,# cause it wasn't about you." |
142 |
} |
143 |
global.player_gold += 5 |
144 |
npc_flag++ |
145 |
break |
146 |
} |
147 |
|
148 |
if (!global.dialogue_open) |
149 |
{ |
150 |
audio_sound_gain(obj_oasis_indoors_dynamic_music.dynamic_mus, 1, 300) |
151 |
sprite_index = spr_fortune_teller |
152 |
global.cutscene = false |
153 |
fortune = false |
154 |
} |
155 |
} |
156 |
depth = y |