event_inherited() depth = 100000 if (global.dunes_flag[16] > 0 && npc_flag <= 2) npc_flag = 3 if (global.dunes_flag[24] != 0 && npc_flag <= 2) npc_flag = 3 if (global.geno_complete[2] && npc_flag < 4) npc_flag = 4 if interact can_talk = true if can_talk { switch npc_flag { case 0: if (scene == 0) { scr_cutscene_start() scr_text() is_talking = true with (msg) { color = true col_modif[0] = 65535 ch_msg = 2 ch[1] = "Hazards" ch[2] = "Foreman" message[0] = "* Hello there!" message[1] = "* My name is Angie! I'm# the receptionist of# Mining Co." message[2] = "* How may I help you?" prt[0] = 363 prt[1] = 364 prt[2] = 364 if (outcome == 1) { message[3] = "* Yes, I am aware of the# dangers that lie# outside the mines." message[4] = "* I could investigate# but..." message[5] = "* My husband, Gillbert# needs to take more# initiative." message[6] = "* I asked him to do it,# let's see... six hours# ago." message[7] = "* Sigh..." message[8] = "* Baby steps." message[9] = "* Anyways..." message[10] = "* I've heard that several# hazards have been seen# around the Dunes." message_col[10][0] = " # # Dunes " message[11] = "* I hope it isn't those# Wild East monsters# pulling pranks." message_col[11][0] = " # Wild East # " message[12] = "* They tend to step out# of line every now and# then." message[13] = "* I can't help but feel# they're a bad influence# on Moray." message[14] = "* Ah, these matters don't# pertain to you.# I apologize." prt[3] = 363 prt[4] = 365 prt[5] = 363 prt[6] = 363 prt[7] = 365 prt[8] = 363 prt[9] = 363 prt[10] = 363 prt[11] = 363 prt[12] = 365 prt[13] = 365 prt[14] = 363 other.npc_flag++ other.can_talk = false other.scene = 0 global.cutscene = false } if (outcome == 2) { instance_destroy() other.scene++ } } } else if (scene == 1) { is_talking = true scr_text() with (msg) { message[0] = "* The Foreman right over# there is my husband,# Gillbert." message[1] = "* He's the boss of the# mines but I do more# than him around here." prt[0] = 363 prt[1] = 364 } timer = 20 if (!global.dialogue_open) scene++ } else if (scene == 2) { if (!scr_timer()) return; scr_text() with (msg) { if (message_current == 1 || message_current == 5) { obj_big_boss.is_talking = false other.is_talking = true } else { obj_big_boss.is_talking = true other.is_talking = false } message[0] = "* What was that?" prt[0] = 359 message[1] = "* I work harder than you." prt[1] = 363 message[2] = "* Hey!" message[3] = "* ..." message[4] = "* Yeah, you're right." prt[2] = 361 prt[3] = 361 prt[4] = 359 message[5] = "* It's a mutual# understanding." prt[5] = 364 message[6] = "* And I love you for it." prt[6] = 362 } if (!global.dialogue_open) { scene = 0 npc_flag++ can_talk = false scr_cutscene_end() } } break case 1: scr_text() is_talking = true with (msg) { sndfnt = 99 message[0] = "* This business is more# important than it may# seem." message[1] = "* It isn't easy for# monsters to find a job# these days." message[2] = "* For that reason, we# hire anyone who applies!" message[3] = "* All except for children.# I think that's illegal." prt[0] = 363 prt[1] = 365 prt[2] = 363 prt[3] = 363 } can_talk = false npc_flag++ break case 2: if (scene == 0) { scr_cutscene_start() scr_text() is_talking = true with (msg) { sndfnt = 99 message[0] = "* You have a good journey!" message[1] = "* Heard it could get# rocky!" prt[0] = 364 prt[1] = 363 } if (!global.dialogue_open) { timer = 20 scene++ } } else if (scene == 1) { if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 99 if (message_current == 1) { obj_big_boss.is_talking = false other.is_talking = true } else { obj_big_boss.is_talking = true other.is_talking = false } message[0] = "* Haha! Good one, dear!" message[1] = "* I've been waiting to# say that." message[2] = "* That's my Angie!" prt[0] = 359 prt[1] = 364 prt[2] = 362 } if (!global.dialogue_open) { scene = 0 can_talk = false scr_cutscene_end() } } break case 3: is_talking = true scr_text() with (msg) { sndfnt = 99 message[0] = "* Hope you've had a good# time at Mining Co.!" prt[0] = 364 } can_talk = false break case 4: is_talking = true scr_text() with (msg) { sndfnt = 99 message[0] = "* Oh, hello." message[1] = "* If you need a place to# hide out right now, you# can stay here." message[2] = "* Would hate a youngin# like you to get into# trouble." prt[0] = 365 prt[1] = 363 prt[2] = 365 } can_talk = false npc_flag++ break case 5: is_talking = true scr_text() with (msg) { sndfnt = 99 message[0] = "* I hope little Moray is# alright..." message[1] = "* Need to go to the Wild# East as soon as I can." prt[0] = 365 prt[1] = 365 } can_talk = false break } }