1 |
event_inherited(); |
2 |
depth = depth_start; |
3 |
if (interact && npc_flag != 1) |
4 |
waiter = 1; |
5 |
if (waiter == 1) |
6 |
{ |
7 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
8 |
is_talking = 1; |
9 |
with (msg) |
10 |
{ |
11 |
if (global.hotland_flag[1] > 0 && global.party_member != -4) |
12 |
{ |
13 |
if (global.hotland_flag[7] == 0) |
14 |
{ |
15 |
is_talking = 0; |
16 |
message[0] = "* Oh, hey!"; |
17 |
message[1] = "* The elevator to New Home seems# to be free at the moment."; |
18 |
message[2] = "* I'd use this opportunity to# chase after the two friends you# were looking for."; |
19 |
message[3] = "* That's the plan. Thank# you."; |
20 |
message[4] = "* And please tell them not to be# so reckless in my# establishment."; |
21 |
message[5] = "* Stresses out the residents."; |
22 |
prt[3] = 312; |
23 |
talker[0] = 422; |
24 |
talker[3] = -4; |
25 |
talker[4] = 422; |
26 |
sndfnt_array[0] = 99; |
27 |
sndfnt_array[3] = 102; |
28 |
sndfnt_array[4] = 99; |
29 |
global.hotland_flag[7] += 1; |
30 |
} |
31 |
else |
32 |
{ |
33 |
message[0] = "* If you don't mind, the complex# is quite busy today."; |
34 |
message[1] = "* I need to attend to other# guests."; |
35 |
} |
36 |
other.waiter = 0; |
37 |
} |
38 |
else |
39 |
{ |
40 |
switch (other.npc_flag) |
41 |
{ |
42 |
case 0: |
43 |
message[0] = "* Hello and welcome to UG# Apartments!"; |
44 |
message[1] = "* - The leading establishment# where your stay is temporary# AND unaffordable!"; |
45 |
message[2] = "* I am the Handlord of this# complex."; |
46 |
message[3] = "* Please do not say you \"find it# quite simple.\" You will be# kicked out."; |
47 |
message[4] = "* How may I be of service?"; |
48 |
ch_msg = 4; |
49 |
ch[1] = "Castle"; |
50 |
ch[2] = "Room"; |
51 |
if (outcome == 1) |
52 |
{ |
53 |
message[5] = "* Of course!"; |
54 |
message[6] = "* To reach New Home, you'll want# to take that elevator on my# left."; |
55 |
message[7] = "* Not left as in my appearance,# left as in the direction. You# get it."; |
56 |
message[8] = "* Ahem..."; |
57 |
message[9] = "* Of course, with the CORE being# under maintenance, it is the# only way to reach the city."; |
58 |
message[10] = "* Heavy traffic is expected."; |
59 |
other.waiter = 0; |
60 |
other.npc_flag++; |
61 |
} |
62 |
if (outcome == 2) |
63 |
{ |
64 |
message[5] = "* Let me check if we have any# openings..."; |
65 |
message[6] = "* ...Yes, here we are."; |
66 |
message[7] = "* We have a Platinum Deluxe# apartment on the top floor."; |
67 |
message[8] = "* Though the down payment will# cost you about... 6500G"; |
68 |
message[9] = "* Wait, you aren't even old# enough to rent a room. "; |
69 |
message[10] = "* Bring a parent or guardian next# time."; |
70 |
other.waiter = 0; |
71 |
other.npc_flag++; |
72 |
} |
73 |
break; |
74 |
case 2: |
75 |
message[0] = "* If you don't mind, the complex# is quite busy today."; |
76 |
message[1] = "* I need to attend to other# guests."; |
77 |
other.waiter = 0; |
78 |
break; |
79 |
} |
80 |
} |
81 |
} |
82 |
} |
83 |
if (npc_flag == 1 && point_distance(obj_pl.x, obj_pl.y, x, y) > 75) |
84 |
{ |
85 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
86 |
is_talking = 1; |
87 |
npc_flag += 1; |
88 |
with (msg) |
89 |
{ |
90 |
message[0] = "* Oh! Hold on a second!"; |
91 |
message[1] = "* I think I recognize you..."; |
92 |
message[2] = "* Yeah, it's the hat!"; |
93 |
message[3] = "* A blue, feathered monster came# in here and asked if I would# tell you to go to the roof."; |
94 |
message[4] = "* She wanted to \"meet you on the# roof\" is what she said exactly."; |
95 |
message[5] = "* All I ask is please do not do# anything illegal on the# premises."; |
96 |
} |
97 |
waiter = 0; |
98 |
} |