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 |
with (msg) |
7 |
{ |
8 |
if (global.hotland_flag[1] > 0 && global.party_member != -4) |
9 |
{ |
10 |
other.is_talking = 0; |
11 |
sndfnt = 102; |
12 |
message[0] = "* (We need to stay# focused.)"; |
13 |
message[1] = "* (Let's not bother# others with our# problems.)"; |
14 |
prt[0] = 321; |
15 |
prt[1] = 329; |
16 |
} |
17 |
else |
18 |
{ |
19 |
switch (other.npc_flag) |
20 |
{ |
21 |
case 0: |
22 |
message[0] = "* Ah, rain. Beautiful droplets# from the sky."; |
23 |
message[1] = "* What produces rain? Is it# magic? I wonder."; |
24 |
message[2] = "* Grandma always said that rain# is a manifestation of the# Underground's heartache."; |
25 |
message[3] = "* \"When monsters travel to# Waterfall to wish their worries# away..."; |
26 |
message[4] = "* ...Those feelings are sucked up# into the air and poured out# across the land."; |
27 |
message[5] = "* From old sorrow comes new life# in the soil below.\""; |
28 |
message[6] = "* If that's the case, some sad# monster must've stood in this# corner for a long time."; |
29 |
other.npc_flag++; |
30 |
break; |
31 |
case 1: |
32 |
message[0] = "* As I mentioned, Waterfall is# the best place to go to# experience rain."; |
33 |
message[1] = "* Unfortunately, getting there# from Hotland isn't easy right# now."; |
34 |
message[2] = "* Have you noticed that? All of# the roadblocks scattered about?"; |
35 |
message[3] = "* It's like they don't want# anyone venturing off a specific# path or something."; |
36 |
other.npc_flag++; |
37 |
break; |
38 |
case 2: |
39 |
message[0] = "* If you're carrying any \"rain\"# don't be shy about releasing it# into the air."; |
40 |
message[1] = "* Holding onto sadness weighs you# down."; |
41 |
break; |
42 |
} |
43 |
} |
44 |
} |
45 |
} |