1 |
script_execute(scr_depth, 0, 0, 0, 0, 0); |
2 |
if (instance_exists(obj_dialogue) && talk == true) |
3 |
{ |
4 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
5 |
sprite_index = spr_fliernpcfly; |
6 |
else |
7 |
sprite_index = spr_fliernpctalk; |
8 |
} |
9 |
if (!instance_exists(obj_dialogue)) |
10 |
sprite_index = spr_fliernpcfly; |
11 |
if (keyboard_multicheck_pressed(0) && scr_interactscr_interactfunction scr_interact()
{
if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state)
{
var pl_dir = obj_pl.direction;
var pl_x = 0;
var pl_y = 0;
var check_distance_x = 0;
var check_distance_y = 0;
switch (pl_dir)
{
case 0:
pl_x = obj_pl.bbox_right;
pl_y = obj_pl.bbox_top + 1;
check_distance_x = 20;
break;
case 180:
pl_x = obj_pl.bbox_left;
pl_y = obj_pl.bbox_top + 1;
check_distance_x = -20;
break;
case 90:
pl_x = obj_pl.x;
pl_y = obj_pl.bbox_top;
check_distance_y = -20;
break;
case 270:
pl_x = obj_pl.x;
pl_y = obj_pl.bbox_bottom;
check_distance_y = 20;
break;
}
if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false))
return true;
}
} () == true) |
12 |
{ |
13 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
14 |
talk = 1; |
15 |
switch (global.sideNpc[0]) |
16 |
{ |
17 |
case 0: |
18 |
with (msg) |
19 |
{ |
20 |
portrait = false; |
21 |
sndfnt = 99; |
22 |
message[0] = "* Oh hey! I was just thinking..."; |
23 |
message[1] = "* I really have to show you# this house I'm checking out!"; |
24 |
message[2] = "* It's on a beach just# outside of the Ruins. "; |
25 |
message[3] = "* Hey, what's with that look?#* I'm following your advice# and being myself. "; |
26 |
message[4] = "* I'll just be myself in# a really cool beach house! "; |
27 |
} |
28 |
global.sideNpc[0] = 1; |
29 |
break; |
30 |
case 1: |
31 |
with (msg) |
32 |
{ |
33 |
portrait = false; |
34 |
sndfnt = 99; |
35 |
message[0] = "* You gotta get out and# live a little once in# a while. "; |
36 |
message[1] = "* If you stay in one place# too long it feels like things# start to loop. "; |
37 |
message[2] = "* It can drive you a little# crazy. "; |
38 |
} |
39 |
global.sideNpc[0] = 2; |
40 |
break; |
41 |
case 2: |
42 |
with (msg) |
43 |
{ |
44 |
portrait = false; |
45 |
sndfnt = 99; |
46 |
message[0] = "* I'm totally gonna learn all# the hip dance moves out there!"; |
47 |
} |
48 |
break; |
49 |
} |
50 |
} |
51 |
if (!instance_exists(obj_dialogue) && talk == true) |
52 |
talk = false; |