script_execute(gml_Script_scr_depth, 0, 0, 0, 0, 0) if (instance_exists(obj_dialogue) && talk == 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 } if (((keyboard_multicheck_pressed(0) && scr_interact() == true) || next == true) && talk == 0) { scr_text() talk = 1 switch global.sideNpc[5] { case 0: with (msg) { portrait = false sndfnt = 99 message[0] = "* Oh, are you hiding from# Dalv too?" message[1] = "* There isn't much room but# you're welcome to join me!" message[2] = "* I know lots of games# to kill time!" message[3] = "* How about we play count# the dust!" message[4] = "* We see who can count# the most dust before# getting bored!" message[5] = "* Ready? Go!" } global.sideNpc[5] = 1 global.cutscene = true break case 1: with (msg) { portrait = false sndfnt = 99 message[0] = "* Thirty-three, thirty-four,# thirty-five..." } global.sideNpc[5] = 2 next = false break case 2: with (msg) { portrait = false sndfnt = 99 message[0] = "* Seventy-eight, seventy-nine..." } global.sideNpc[5] = 3 next = false break case 3: with (msg) { portrait = false sndfnt = 99 message[0] = "* ACHOO!" message[1] = "* Oh dear... I lost# count..." message[2] = "* I guess you win then!" } global.sideNpc[5] = 4 next = false global.cutscene = false break case 4: with (msg) { portrait = false sndfnt = 99 message[0] = "* Is it dusty in here# or is it just me?" } break } } if ((!instance_exists(obj_dialogue)) && talk == true) { talk = false if (global.sideNpc[5] < 3) alarm[0] = 30 if (global.sideNpc[5] == 3) alarm[1] = 10 }