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 = true; |
6 |
switch (npc_flag) |
7 |
{ |
8 |
case 0: |
9 |
with (msg) |
10 |
{ |
11 |
portrait = false; |
12 |
sndfnt = 99; |
13 |
message[0] = "* I entered this cave to find# treasure but I found these# fellas instead.\t"; |
14 |
message[1] = "* They hopped up to me and# now... I guess we're buddies?\t"; |
15 |
message[2] = "* Is that how that works???\t"; |
16 |
message[3] = "* In any case, nice."; |
17 |
} |
18 |
npc_flag = 1; |
19 |
break; |
20 |
case 1: |
21 |
with (msg) |
22 |
{ |
23 |
portrait = false; |
24 |
sndfnt = 99; |
25 |
message[0] = "* If there's any treasure# around, you can have it.\t"; |
26 |
message[1] = "* I think these funky frogs are# all I need now.\t"; |
27 |
message[2] = "* Oh, and my brother, I guess.# He's okay."; |
28 |
} |
29 |
npc_flag = 2; |
30 |
break; |
31 |
case 2: |
32 |
with (msg) |
33 |
{ |
34 |
portrait = false; |
35 |
sndfnt = 99; |
36 |
message[0] = "* Sometimes, happiness is just a# couple of pals chilling in a# cave.\t"; |
37 |
message[1] = "* Other times, it's more# complicated.\t"; |
38 |
message[2] = "* Mine is definitely the former# cause I can't even spell the# word complicated! "; |
39 |
} |
40 |
npc_flag = 3; |
41 |
break; |
42 |
case 3: |
43 |
with (msg) |
44 |
{ |
45 |
portrait = false; |
46 |
sndfnt = 99; |
47 |
message[0] = "* On your way out, say hi to my# brother for me, eh?"; |
48 |
} |
49 |
break; |
50 |
} |
51 |
} |