1 |
event_inherited() |
2 |
depth = depth_start |
3 |
if (interact && npc_flag != 1) |
4 |
waiter = 1 |
5 |
if (waiter == 1) |
6 |
{ |
7 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
8 |
is_talking = 1 |
9 |
with (msg) |
10 |
{ |
11 |
if (global.hotland_flag[1] > 0 && global.party_member != -4) |
12 |
{ |
13 |
if (global.hotland_flag[7] == 0) |
14 |
{ |
15 |
is_talking = 0 |
16 |
message[0] = "* Oh, hey!" |
17 |
message[1] = "* The elevator to New Home seems# to be free at the moment." |
18 |
message[2] = "* I'd use this opportunity to# chase after the two friends you# were looking for." |
19 |
message[3] = "* That's the plan. Thank# you." |
20 |
message[4] = "* And please tell them not to be# so reckless in my# establishment." |
21 |
message[5] = "* Stresses out the residents." |
22 |
prt[3] = 312 |
23 |
talker[0] = 422 |
24 |
talker[3] = -4 |
25 |
talker[4] = 422 |
26 |
sndfnt_array[0] = 99 |
27 |
sndfnt_array[3] = 102 |
28 |
sndfnt_array[4] = 99 |
29 |
global.hotland_flag[7] += 1 |
30 |
} |
31 |
else |
32 |
{ |
33 |
message[0] = "* If you don't mind, the complex# is quite busy today." |
34 |
message[1] = "* I need to attend to other# guests." |
35 |
} |
36 |
other.waiter = 0 |
37 |
} |
38 |
else |
39 |
{ |
40 |
switch other.npc_flag |
41 |
{ |
42 |
case 0: |
43 |
message[0] = "* Hello and welcome to UG# Apartments!" |
44 |
message[1] = "* - The leading establishment# where your stay is temporary# AND unaffordable!" |
45 |
message[2] = "* I am the Handlord of this# complex." |
46 |
message[3] = "* Please do not say you \"find it# quite simple.\" You will be# kicked out." |
47 |
message[4] = "* How may I be of service?" |
48 |
ch_msg = 4 |
49 |
ch[1] = "Castle" |
50 |
ch[2] = "Room" |
51 |
if (outcome == 1) |
52 |
{ |
53 |
message[5] = "* Of course!" |
54 |
message[6] = "* To reach New Home, you'll want# to take that elevator on my# left." |
55 |
message[7] = "* Not left as in my appearance,# left as in the direction. You# get it." |
56 |
message[8] = "* Ahem..." |
57 |
message[9] = "* Of course, with the CORE being# under maintenance, it is the# only way to reach the city." |
58 |
message[10] = "* Heavy traffic is expected." |
59 |
other.waiter = 0 |
60 |
other.npc_flag++ |
61 |
} |
62 |
if (outcome == 2) |
63 |
{ |
64 |
message[5] = "* Let me check if we have any# openings..." |
65 |
message[6] = "* ...Yes, here we are." |
66 |
message[7] = "* We have a Platinum Deluxe# apartment on the top floor." |
67 |
message[8] = "* Though the down payment will# cost you about... 6500G" |
68 |
message[9] = "* Wait, you aren't even old# enough to rent a room. " |
69 |
message[10] = "* Bring a parent or guardian next# time." |
70 |
other.waiter = 0 |
71 |
other.npc_flag++ |
72 |
} |
73 |
break |
74 |
case 2: |
75 |
message[0] = "* If you don't mind, the complex# is quite busy today." |
76 |
message[1] = "* I need to attend to other# guests." |
77 |
other.waiter = 0 |
78 |
break |
79 |
} |
80 |
|
81 |
} |
82 |
} |
83 |
} |
84 |
if (npc_flag == 1 && point_distance(obj_pl.x, obj_pl.y, x, y) > 75) |
85 |
{ |
86 |
scr_textscr_textfunction scr_text() //gml_Script_scr_text
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue)
} () |
87 |
is_talking = 1 |
88 |
npc_flag += 1 |
89 |
with (msg) |
90 |
{ |
91 |
message[0] = "* Oh! Hold on a second!" |
92 |
message[1] = "* I think I recognize you..." |
93 |
message[2] = "* Yeah, it's the hat!" |
94 |
message[3] = "* A blue, feathered monster came# in here and asked if I would# tell you to go to the roof." |
95 |
message[4] = "* She wanted to \"meet you on the# roof\" is what she said exactly." |
96 |
message[5] = "* All I ask is please do not do# anything illegal on the# premises." |
97 |
} |
98 |
waiter = 0 |
99 |
} |