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;