event_inherited() if (interact == true) interact_hold = true if (interact_hold == true) { is_talking = 1 if (scene == 0) { scr_cutscene_start() scr_text() with (msg) { if (other.npc_flag == 0) { ch_msg = 4 ch[1] = "Sure" ch[2] = "Nope" message[0] = "* Greetings." message[1] = "* May I interest you in a game of# Six-Shooter?" message[2] = "* It is a simple card game of the# matching variety." message[3] = "* It costs 3G to play with a# potential of profit." message[4] = "* Intrigued?" if (outcome == 1) { if (global.player_gold < 3) { instance_destroy() other.scene = 4 return; } message[5] = "* I will explain its rules so# listen carefully." } if (outcome == 2) { message[5] = "* Very well." other.interact_hold = false global.cutscene = false } if (!global.dialogue_open) { other.npc_flag = 1 other.scene = 1 } } else if (other.npc_flag == 1) { ch_msg = 0 ch[1] = "Yes" ch[2] = "No thanks" message[0] = "* Are you interested in a round# of Six-Shooter?" if (outcome == 1) { message[1] = "* Then let us play." other.scene = 2 } if (outcome == 2) { message[1] = "* Very well." other.interact_hold = false global.cutscene = false } if (!global.dialogue_open) other.scene = 2 } } } else if (scene == 1) { scr_text() with (msg) { ch_msg = 11 ch[1] = "Yes" ch[2] = "No" message[0] = "* A stack of 36 cards will be# split into 20, then laid on the# table separately." message[1] = "* There are six card types, each# with a different familiar face." message[2] = "* You must match cards of the# same face but only if they are# touching." message[3] = "* Once two are matched, they will# be removed from the grid." message[4] = "* Two more cards from the# reserved 16-card-deck will# replace them." message[5] = "* Your goal is to empty the table# by matching every card." message[6] = "* If you win in under 45 seconds,# you will be rewarded 25G." message[7] = "* Under a minute, and you will be# rewarded 15G." message[8] = "* Any time after that will allow# you to break even with 3G." message[9] = "* If the deck is empty and there# are no possible matches left..." message[10] = "* You will lose with no reward." message[11] = "* Do you understand?" if (outcome == 1) { message[12] = "* Let us play." other.scene = 2 } if (outcome == 2) message[12] = "* I shall repeat them in that case." } } else if (scene == 2) { if global.dialogue_open return; if (global.player_gold < 3) { other.scene = 4 return; } else global.player_gold -= 3 if instance_exists(obj_barn_dynamic_music) audio_sound_gain(mus_the_wild_east_barn, 0, 300) else audio_sound_gain(obj_radio.current_song, 0, 300) if (!instance_exists(obj_card_game_controller)) instance_create(0, 0, obj_card_game_controller) scene++ } else if (scene == 3) { if instance_exists(obj_card_game_controller) return; scr_text() with (msg) { ch_msg = 1 ch[1] = "Sure" ch[2] = "Nope" switch other.card_game_result { case 0: message[0] = "* A shame." break case 1: message[0] = "* An honest effort." break case 2: message[0] = "* Well done." break case 3: message[0] = "* A most admirable victory." break } message[1] = "* Would you like to play again?" if (outcome == 1) { message[2] = "* Then let us play." other.scene = 2 } if (outcome == 2) { message[2] = "* Very well." other.interact_hold = false other.scene = 0 global.cutscene = false scr_audio_fade_out(mus_card_game, 500) if instance_exists(obj_barn_dynamic_music) audio_sound_gain(mus_the_wild_east_barn, 1, 800) else audio_sound_gain(obj_radio.current_song, 1, 300) } } } else if (scene == 4) { scr_text() with (msg) { message[0] = "* I am afraid you lack sufficient# funds." message[1] = "* Farewell." } if audio_is_playing(mus_card_game) { scr_audio_fade_out(mus_card_game, 500) if instance_exists(obj_barn_dynamic_music) audio_sound_gain(mus_the_wild_east_barn, 1, 800) else audio_sound_gain(obj_radio.current_song, 1, 800) } if (!global.dialogue_open) { scene = 0 interact_hold = false global.cutscene = false } } }