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 |
color = true; |
12 |
col_modif[0] = 16711680; |
13 |
portrait = false; |
14 |
sndfnt = 99; |
15 |
message[0] = "* What's up- I mean howdy, human."; |
16 |
message[1] = "* Don't tell North Star about# this, but I have a secret."; |
17 |
message[2] = "* When everyone is busy or# sleeping, I sneak out."; |
18 |
message[3] = "* I go down the Cafe Dune to...# GAME."; |
19 |
message[4] = "* The arcade is totally rad, you# dig?"; |
20 |
message[5] = "* I'm a gamer at heart but a# cowboy at skin."; |
21 |
message_col[5][0] = " gamer "; |
22 |
message[6] = "* I even struggle to keep my# accent on."; |
23 |
message[7] = "* You should try being a gamer,# human."; |
24 |
message[8] = "* Maybe you could top my Mew Mew# score?"; |
25 |
} |
26 |
npc_flag = 1; |
27 |
break; |
28 |
case 1: |
29 |
with (msg) |
30 |
{ |
31 |
portrait = false; |
32 |
sndfnt = 99; |
33 |
message[0] = "* I heard one of the arcade# machines used to be named \"Luck# Man.\""; |
34 |
message[1] = "* They changed it because...# Well I'm sure you know why.\t"; |
35 |
message[2] = "* Monsters kept scribbling the# word \"bad\" in front of \"luck# man\"!!!"; |
36 |
} |
37 |
npc_flag = 2; |
38 |
break; |
39 |
case 2: |
40 |
with (msg) |
41 |
{ |
42 |
portrait = false; |
43 |
sndfnt = 99; |
44 |
message[0] = "* Do you think they'll ever# invent another videogame?"; |
45 |
message[1] = "* Kind of a missed opportunity to# only make three."; |
46 |
} |
47 |
break; |
48 |
} |
49 |
} |