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 |
is_talking = 1; |
6 |
switch (npc_flag) |
7 |
{ |
8 |
case 0: |
9 |
with (msg) |
10 |
{ |
11 |
message[0] = "* Hello!"; |
12 |
message[1] = "* Aren't you a bit young# to be hanging around# here?"; |
13 |
message[2] = "* Not to judge or# anything."; |
14 |
message[3] = "* I'm in town visiting my# little Moray."; |
15 |
message[4] = "* My lovely wife, Angie,# is running the mines# while I'm away."; |
16 |
message[5] = "* Not sure how efficient# my boys will be without# me there, though."; |
17 |
message[6] = "* Ahh, it's a risk worth# taking."; |
18 |
prt[0] = 362; |
19 |
prt[1] = 359; |
20 |
prt[2] = 361; |
21 |
prt[3] = 362; |
22 |
prt[4] = 359; |
23 |
prt[5] = 361; |
24 |
prt[6] = 359; |
25 |
} |
26 |
npc_flag = 1; |
27 |
break; |
28 |
case 1: |
29 |
with (msg) |
30 |
{ |
31 |
message[0] = "* Angie often frets about# Moray living down here."; |
32 |
message[1] = "* I've heard these Wild# East fellas are real# serious about everything."; |
33 |
message[2] = "* Moray originally touted# it as being a human-like# town."; |
34 |
message[3] = "* Said it was for \"role# play\", whatever that is."; |
35 |
message[4] = "* Seems like it's shifted# into something very# different nowadays."; |
36 |
message[5] = "* I guess if my kiddo's# happy, I can't complain# too much."; |
37 |
prt[0] = 359; |
38 |
prt[1] = 361; |
39 |
prt[2] = 359; |
40 |
prt[3] = 362; |
41 |
prt[4] = 361; |
42 |
prt[5] = 359; |
43 |
} |
44 |
npc_flag = 2; |
45 |
break; |
46 |
case 2: |
47 |
with (msg) |
48 |
{ |
49 |
message[0] = "* The mines are always# open to visitors if you# call ahead of time!"; |
50 |
message[1] = "* I'd like to see you back# there soon!"; |
51 |
prt[0] = 359; |
52 |
prt[1] = 362; |
53 |
} |
54 |
break; |
55 |
} |
56 |
} |