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gml_Object_obj_rorrimnpc_Step_0

(view raw script w/o annotations or w/e)
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script_execute(scr_depth, 0, 0, 0, 0, 0);
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if (instance_exists(obj_dialogue) && talk == true)
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{
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    if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current]))
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    {
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        image_speed = 0;
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        image_index = 0;
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    }
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    else
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    {
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        image_speed = 0.2;
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    }
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}
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if (keyboard_multicheck_pressed(0) && scr_interact
scr_interact

function scr_interact() { if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state) { var pl_dir = obj_pl.direction; var pl_x = 0; var pl_y = 0; var check_distance_x = 0; var check_distance_y = 0; switch (pl_dir) { case 0: pl_x = obj_pl.bbox_right; pl_y = obj_pl.bbox_top + 1; check_distance_x = 20; break; case 180: pl_x = obj_pl.bbox_left; pl_y = obj_pl.bbox_top + 1; check_distance_x = -20; break; case 90: pl_x = obj_pl.x; pl_y = obj_pl.bbox_top; check_distance_y = -20; break; case 270: pl_x = obj_pl.x; pl_y = obj_pl.bbox_bottom; check_distance_y = 20; break; } if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false)) return true; } }
() == true)
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{
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    talk = true;
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    switch (global.sideNpc[3])
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    {
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        case 0:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* This new \"not hiding\" thing#  will take some getting used#  to. ";
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                message[1] = "* I wonder what kind of#  adventures I can go on#  now.";
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            }
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            global.sideNpc[3] = 1;
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            break;
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        case 1:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* I could go out and solve#  the secrets of the entire#  Underground!";
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                message[1] = "* Meet every monster, brave#  every danger, see everything#  I can!";
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                message[2] = "* Maybe I'll even find#  a way back to the Surface!#* You never know!";
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                message[3] = "* Anyone can be a hero.#* Maybe you could be one#  too!";
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            }
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            global.sideNpc[3] = 2;
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            break;
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        case 2:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* You might wanna get a#  new hat. That one is#  looking a bit worn.";
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            }
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            break;
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    }
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}
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if (!instance_exists(obj_dialogue) && talk == true)
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    talk = false;