script_execute(scr_depth, 0, 0, 0, 0, 0); if (global.route != 3) { if ((keyboard_multicheck_pressed(0) && scr_interact() == true) && waiter == 0 && !instance_exists(obj_dialogue)) waiter = 1; if (waiter == 1) { global.cutscene = true; scr_text(); with (msg) { if (!instance_exists(obj_dialoguebox_dummy)) instance_create(0, 0, obj_dialoguebox_dummy); portrait = false; sndfnt = 99; message[0] = "* (A fine oak chest.)"; message[1] = "* (Open it?)"; if (outcome == 1 && message_current == 1) obj_dalvsroom_chest.waiter = 2; else if (outcome == 2 && message_current == 1) obj_dalvsroom_chest.waiter = 4; if ((message_current + 1) == 1) { ch_msg = 1; ch[1] = "Yes"; ch[2] = "No"; } } } if (waiter == 2 && !instance_exists(obj_dialogue)) waiter++; if (waiter == 3) { scr_text(); with (msg) { portrait = false; sndfnt = 99; if (global.interaction_count_dalvsroom_chest == 0) { message[0] = "* (Wow! It's lined with high# quality satin!)"; global.interaction_count_dalvsroom_chest++; } else { message[0] = "* (You check again.)"; message[1] = "* (It's still a cool chest.)"; } with (obj_dalvsroom_chest) waiter++; } } if (waiter == 4 && !instance_exists(obj_dialogue)) { with (obj_dialoguebox_dummy) instance_destroy(); waiter = 0; global.cutscene = false; obj_pl.alarm[0] = 1; } } else { if ((keyboard_multicheck_pressed(0) && scr_interact() == true) && (waiter == 0 && !instance_exists(obj_dialogue))) waiter = 1; if (waiter == 1) { scr_text(); with (msg) { portrait = false; sndfnt = 99; message[0] = "* (A fine oak chest.)"; } waiter++; } if (waiter == 2 && !instance_exists(obj_dialogue)) waiter++; if (waiter == 3) { waiter = 0; obj_pl.alarm[0] = 1; } }