| 1 |
event_inherited(); |
| 2 |
if (interact) |
| 3 |
can_talk = true; |
| 4 |
if (can_talk == true) |
| 5 |
{ |
| 6 |
scr_textscr_textfunction 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 |
{ |
| 65 |
message[message_current + 1] = "* (Not enough G)"; |
| 66 |
} |
| 67 |
other.can_talk = false; |
| 68 |
} |
| 69 |
if (outcome == 2) |
| 70 |
{ |
| 71 |
message[message_current + 1] = "* If you change your mind, I'll# be here."; |
| 72 |
message[message_current + 2] = "* Otherwise, I may never get# better."; |
| 73 |
other.can_talk = false; |
| 74 |
if (other.npc_flag == 0) |
| 75 |
other.npc_flag += 1; |
| 76 |
} |
| 77 |
} |
| 78 |
} |
| 79 |
if (fortune_ready == true && !global.dialogue_open) |
| 80 |
{ |
| 81 |
alarm[0] = 45;gml_Object_obj_foreteller_npc_Alarm_0.gmlsprite_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; |
| 82 |
fortune_ready = false; |
| 83 |
} |
| 84 |
if (fortune == true) |
| 85 |
{ |
| 86 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
| 87 |
is_talking = true; |
| 88 |
switch (npc_flag) |
| 89 |
{ |
| 90 |
case 2: |
| 91 |
with (msg) |
| 92 |
{ |
| 93 |
message[0] = "* Hmmmm-Oh dear!"; |
| 94 |
message[1] = "* The future seems to indicate# you're in for a tumble!"; |
| 95 |
message[2] = "* Oh nonono, it looks like a big# one too!"; |
| 96 |
message[3] = "* It will happen very soon!"; |
| 97 |
message[4] = "* Hang on..."; |
| 98 |
message[5] = "* Oh... tumbleWEED."; |
| 99 |
message[6] = "* I guess I got a little excited# and missed that second part."; |
| 100 |
message[7] = "* Sorry for the scare, looks like# everything is fine after all."; |
| 101 |
} |
| 102 |
break; |
| 103 |
case 3: |
| 104 |
with (msg) |
| 105 |
{ |
| 106 |
var cur_hour = current_hour; |
| 107 |
var cur_minute = current_minute + 2; |
| 108 |
if (cur_minute >= 60) |
| 109 |
{ |
| 110 |
cur_minute = cur_minute - 60; |
| 111 |
cur_hour += 1; |
| 112 |
} |
| 113 |
message[0] = "* Hmmmm... ah yes, here we go!"; |
| 114 |
message[1] = "* A very specific reading too,# these are rare!"; |
| 115 |
message[2] = "* In approximately two minutes..."; |
| 116 |
message[3] = "* It will be " + string(cur_hour) + ":" + string(cur_minute) + "!"; |
| 117 |
message[4] = "* Well, I hope that knowledge is# helpful!"; |
| 118 |
} |
| 119 |
break; |
| 120 |
case 4: |
| 121 |
with (msg) |
| 122 |
{ |
| 123 |
message[0] = "* Hmmmm-Gah!"; |
| 124 |
message[1] = "* I have never seen a fortune# this dark before!"; |
| 125 |
message[2] = "* I-I, are you sure you want to# hear it?"; |
| 126 |
message[3] = "* Wha-what am I saying? You have# a right to hear it!"; |
| 127 |
message[4] = "* Umm... hold on let me steel# myself first."; |
| 128 |
message[5] = "* Okay."; |
| 129 |
message[6] = "* I see death in your future."; |
| 130 |
message[7] = "* Uh-but do not worry too much!# There is no time given and,# well, everyone dies eventually!"; |
| 131 |
message[8] = "* Maybe I am seeing a hundred# years from now-or two-hundred!# That is even better!"; |
| 132 |
} |
| 133 |
break; |
| 134 |
case 5: |
| 135 |
with (msg) |
| 136 |
{ |
| 137 |
message[0] = "* Hmmm... Oh! I got something!"; |
| 138 |
message[1] = "* Oh goodie, it is you!"; |
| 139 |
message[2] = "* I see you and-oh this is# exciting-you are walking!"; |
| 140 |
message[3] = "* Walking past a big, clear water# cooler in..."; |
| 141 |
message[4] = "* Oh wait, hold on. You don't# wear stripes do you?"; |
| 142 |
message[5] = "* That doesn't look like you at# all."; |
| 143 |
message[6] = "* Sorry, no charge on that one,# cause it wasn't about you."; |
| 144 |
} |
| 145 |
global.player_gold += 5; |
| 146 |
npc_flag++; |
| 147 |
break; |
| 148 |
} |
| 149 |
if (!global.dialogue_open) |
| 150 |
{ |
| 151 |
audio_sound_gain(obj_oasis_indoors_dynamic_music.dynamic_mus, 1, 300); |
| 152 |
sprite_index = spr_fortune_teller; |
| 153 |
global.cutscene = false; |
| 154 |
fortune = false; |
| 155 |
} |
| 156 |
} |
| 157 |
depth = y; |