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gml_Object_obj_violeta_overworld_Step_0

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event_inherited();
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if (interact == 1)
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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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    is_talking = 1;
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    switch (npc_flag)
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    {
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        case 0:
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            with (msg)
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            {
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                message[0] = "* O-Oh... Hello.";
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                message[1] = "* Please don't mind me.";
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                message[2] = "* I was only tending to this#  little fella.";
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            }
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            npc_flag += 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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                message[0] = "* You wanna talk more?";
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                message[1] = "* Uh... h-how about that#  weather?";
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                message[2] = "* Sure is hot today... like...#  always.";
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            }
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            npc_flag += 1;
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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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                message[0] = "* Do you like, um... air?";
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                message[1] = "* I do... I breathe it all the#  time.";
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            }
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            npc_flag += 1;
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            break;
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        case 3:
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            with (msg)
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            {
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                message[0] = "* ...Uh, I'm very sorry.";
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                message[1] = "* I'm just not in a talking mood#  right now.";
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                message[2] = "* M-Maybe later...?";
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            }
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            break;
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    }
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}