var geno_snowdin = false if global.geno_complete[2] geno_snowdin = true if (scr_interact() && keyboard_multicheck_pressed(0)) { scr_text() is_talking = true waiter = 1 } if (waiter == 1) { with (msg) { portrait = false sndfnt = 99 if (global.route == 3 && geno_snowdin == false) { message[0] = "* The atmosphere seems colder# than expected around here." message[1] = "* Maybe this trip wasn't a good# idea..." } else { switch global.snowdin_flag[1] { case 0: message[0] = "* Hello friend!" message[1] = "* My husband and I have been# exploring the Underground." message[2] = "* Many secrets lie throughout# these lands." message[3] = "* It makes for a great and exotic# honeymoon." message[4] = "* ..." message[5] = "* Unfortunately, we're a bit lost# at the moment." message[6] = "* He says he knows where we are,# but I think he's just# embarrassed." message[7] = "* Any idea where we could# get a map?" global.snowdin_flag[1] = 1 other.waiter = 0 break case 1: if scr_item_exists_check("Snowdin Map") { if (message_current == 0 || message_current == 10) other.is_talking = false if (message_current == 1) other.is_talking = true if (message_current == 10) { scr_item_remove("Snowdin Map") scr_item("Matches") global.snowdin_flag[1] = 2 other.is_talking = false other.waiter = 0 } message[0] = "* (You take out the map.)" message[1] = "* A map? Splendid! " message[2] = "* Did you make this just# for us?" message[3] = "* I wish I had something# as heartfelt to give# in return..." message[4] = "* Would you like some# extra matches?" message[5] = "* I've been holding onto them in# case we needed a fire." message[6] = "* We won't need one anymore." message[7] = "* Our love will keep us warm!" message[8] = "* Sorry, that's a little# cliche, isn't it." message[9] = "* Well, I wish you the best.# Don't use all those# matches in one place. " message[10] = "* (Received some Matches!)" } else { message[0] = "* Next stop on our trip is# supposed to be Waterfall." message[1] = "* I hear there are glittering# stones in the ceiling." message[2] = "* It should be breath-taking# and romantic." message[3] = "* ...If we ever find it, that# is..." } break case 2: message[0] = "* This blocked off cave looks# absolutely stunning." message[1] = "* I hope they clear the# way soon. I can't wait# to get moving again." break } } } } if (instance_exists(obj_dialogue) && is_talking == true) { if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) { image_speed = 0 image_index = 0 } else image_speed = 0.2 } else is_talking = false if ((!global.dialogue_open) && waiter == 1) waiter = 0