1 |
event_inherited(); |
2 |
if (interact) |
3 |
{ |
4 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
5 |
switch (npc_flag) |
6 |
{ |
7 |
case 0: |
8 |
with (msg) |
9 |
{ |
10 |
portrait = false; |
11 |
sndfnt = 99; |
12 |
talker[0] = other; |
13 |
message[0] = "* Look who it is!"; |
14 |
message[1] = "* Didn't think I'd see you back# here before the boss."; |
15 |
message[2] = "* He left on business..."; |
16 |
message[3] = "* That's all..."; |
17 |
message[4] = "* Yeah..."; |
18 |
} |
19 |
npc_flag = 1; |
20 |
break; |
21 |
case 1: |
22 |
with (msg) |
23 |
{ |
24 |
portrait = false; |
25 |
sndfnt = 99; |
26 |
talker[0] = other; |
27 |
message[0] = "* Aight, I'll spill, you've# convinced me."; |
28 |
message[1] = "* There's a fella who likes to# loiter ‘round here. You# might've seen ‘em."; |
29 |
message[2] = "* Yeeaah well, we got history."; |
30 |
message[3] = "* While back, he set up a shop.# On OUR turf."; |
31 |
message[4] = "* The boss was STEAMIN'. Real# peeved off, ya know?"; |
32 |
message[5] = "* But Rephil, bein' the upsittin'# citizen he is, thought# it best to strike a deal."; |
33 |
message[6] = "* If the fella were to pay us a# mortgage, we wouldn't kick him# to the cold."; |
34 |
message[7] = "* Sounds fair, right?"; |
35 |
message[8] = "* Well, his little venture# didn't go so well."; |
36 |
message[9] = "* His end of the deal wasn't# exactly kept up, so Rephil did# what had to be done."; |
37 |
message[10] = "* ...What? You don't like our# methods?"; |
38 |
message[11] = "* Hey, don't spend money you# don't have. All's I'm sayin'."; |
39 |
} |
40 |
npc_flag = 2; |
41 |
break; |
42 |
case 2: |
43 |
with (msg) |
44 |
{ |
45 |
portrait = false; |
46 |
sndfnt = 99; |
47 |
talker[0] = other; |
48 |
message[0] = "* Yeah yeah, there's more to the# story."; |
49 |
message[1] = "* So the guy still owes us big# time, right?"; |
50 |
message[2] = "* Well we kept an eye on him for# a while as he tried these# “pop-up shop” things."; |
51 |
message[3] = "* It was quiet. Peaceful, even.# Until recently..."; |
52 |
message[4] = "* He seemed to be in a hurry.# Briefcase all packed and such."; |
53 |
message[5] = "* The boss was MIGHTY# suspicious, so we set a game up# for him."; |
54 |
message[6] = "* The ball was summoned and the# stakes were high."; |
55 |
message[7] = "* Suddenly he shouts “LOOK! IT'S# A BIRD!” and we turn around# QUICK."; |
56 |
message[8] = "* Turns out there actually was a# bird and it was sick."; |
57 |
message[9] = "* BUT! "; |
58 |
message[10] = "* In that moment, he STOLE our# Orange Ball (limited edition)# and ran!"; |
59 |
message[11] = "* By the time Rephil noticed,# the fella was long gone."; |
60 |
message[12] = "* Ohhh Rephil was PIPIN' mad!# Understandably."; |
61 |
message[13] = "* So that's about where we are# now."; |
62 |
message[14] = "* The whole thing has been a# frickin' pain."; |
63 |
} |
64 |
npc_flag = 3; |
65 |
break; |
66 |
case 3: |
67 |
with (msg) |
68 |
{ |
69 |
portrait = false; |
70 |
sndfnt = 99; |
71 |
talker[0] = other; |
72 |
message[0] = string("* I'd be off searchin' with the# boss but {0} gets lonely# easily.", global.fun_swig_name); |
73 |
message[1] = "* What's that classic saying? Oh# yeah:"; |
74 |
message[2] = "* \"A Shuffler never leaves a# Shuffler behind.\""; |
75 |
message[3] = "* That's like, rule 5."; |
76 |
message[4] = "* Wait... "; |
77 |
message[5] = "* The boss broke rule 5!"; |
78 |
message[6] = "* What the hell!"; |
79 |
} |
80 |
break; |
81 |
} |
82 |
} |