1 |
with (other) |
2 |
{ |
3 |
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;
}
} ()) |
4 |
scene = 1; |
5 |
switch (scene) |
6 |
{ |
7 |
case 1: |
8 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
9 |
if (global.flag[0 Lemonade collected] == 0) |
10 |
{ |
11 |
with (msg) |
12 |
{ |
13 |
dialogue_is_minishop = true; |
14 |
message[0] = "* (According to the price list,# it's a lemonade stand: 5g a# glass.)"; |
15 |
message[1] = "* (Take some?)"; |
16 |
ch_msg = 1; |
17 |
ch[1] = "Yes"; |
18 |
ch[2] = "No"; |
19 |
if (outcome == 1) |
20 |
{ |
21 |
message[2] = "* (You pour yourself a glass but# there is no attendant to take# your money. What poor service.)"; |
22 |
message[3] = "* (Leave a tip?)"; |
23 |
scr_itemscr_itemfunction scr_item(arg0)
{
nm = arg0;
for (var i = 1; i <= 8; i++)
{
if (global.item_slot[i] == "Nothing")
{
global.item_slot[i] = nm;
return true;
break;
}
else if (i == 8)
{
return false;
}
}
} ("Lemonade"); |
24 |
global.flag[0 Lemonade collected] = 1; |
25 |
other.image_index = 1; |
26 |
other.scene++; |
27 |
} |
28 |
if (outcome == 2) |
29 |
global.dialogue_open = false; |
30 |
} |
31 |
} |
32 |
else |
33 |
{ |
34 |
with (msg) |
35 |
{ |
36 |
dialogue_is_minishop = true; |
37 |
message[0] = "* (There's no lemonade left.)"; |
38 |
} |
39 |
} |
40 |
break; |
41 |
case 2: |
42 |
with (msg) |
43 |
{ |
44 |
dialogue_is_minishop = true; |
45 |
ch_msg = 3; |
46 |
ch[1] = "Yes"; |
47 |
ch[2] = "No"; |
48 |
if (outcome == 1) |
49 |
{ |
50 |
message[4] = "* (How much?)"; |
51 |
other.scene++; |
52 |
} |
53 |
if (outcome == 2) |
54 |
global.dialogue_open = false; |
55 |
} |
56 |
break; |
57 |
case 3: |
58 |
with (msg) |
59 |
{ |
60 |
dialogue_is_minishop = true; |
61 |
ch_msg = 4; |
62 |
ch[1] = "Large\nAmount"; |
63 |
ch[2] = "Small\nAmount"; |
64 |
if (outcome == 1) |
65 |
{ |
66 |
if (global.player_gold > 5) |
67 |
{ |
68 |
global.player_gold -= 5; |
69 |
message[5] = "* (You leave 5g in the tip jar.# Your conscience feels light as# a feather.)"; |
70 |
} |
71 |
else if (global.player_gold < 5 && global.player_gold > 0) |
72 |
{ |
73 |
global.player_gold -= global.player_gold; |
74 |
message[5] = "* (You leave all you have in the# tip jar.)"; |
75 |
} |
76 |
else if (global.player_gold <= 0) |
77 |
{ |
78 |
message[5] = "* (You have no gold.)"; |
79 |
} |
80 |
other.scene++; |
81 |
} |
82 |
if (outcome == 2) |
83 |
{ |
84 |
if (global.player_gold >= 1) |
85 |
{ |
86 |
global.player_gold -= 1; |
87 |
message[5] = "* (You break a coin in half and# debate which half to throw in# before tossing one at random.)"; |
88 |
message[6] = "* (They are both worthless anyway# so it doesn't really matter.)"; |
89 |
} |
90 |
else if (global.player_gold <= 0) |
91 |
{ |
92 |
message[5] = "* (You have no gold.)"; |
93 |
} |
94 |
other.scene++; |
95 |
} |
96 |
} |
97 |
break; |
98 |
} |
99 |
if (!global.dialogue_open) |
100 |
scene = 0; |
101 |
} |