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gml_Object_obj_kevin_happy_Step_0

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event_inherited();
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if (interact && !can_talk)
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{
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    can_talk = true;
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    is_talking = 1;
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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}
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if (can_talk)
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{
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    switch (npc_flag)
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    {
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        case 0:
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            with (msg)
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            {
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                message[0] = "* Hey, thanks for saving me back#  there!";
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                message[1] = "* Now I can stand in place at a#  higher elevation.";
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            }
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            can_talk = false;
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            npc_flag++;
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            break;
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        case 1:
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            with (msg)
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                message[0] = "* Work is rad.";
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            can_talk = false;
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            break;
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    }
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}