| 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 |
} |