event_inherited() if (interact == true) is_active = true if (npc_flag == 3 && sprite_index != spr_npc_marlyn_asleep) sprite_index = spr_npc_marlyn_asleep if (is_active == true) { scr_text() switch npc_flag { case 0: with (msg) { ch_msg = 3 ch[1] = "Yes" ch[2] = "No" talker[0] = other.object_index message[0] = "* Haha... hah..." message[1] = "* The doc just replaced one of my# pincers." message[2] = "* I feel funny... haha... I feel# HILARIOUS!" message[3] = "* Wanna hear a joke?" if (outcome == 1) { message[4] = "* OK, so there's this stone# pillar, right?" message[5] = "* It ain't your everyday pillar,# though. This one has a drawing# of a cat on it." message[6] = "* So... haha... does that make it# a CATerpillar? HAHA!!" message[7] = "* Man, I'm good!" } if (outcome == 2) message[4] = "* Bug off then, haha hah..." } if (!global.dialogue_open) npc_flag++ break case 1: with (msg) { talker[0] = other.object_index message[0] = "* Haha... I'm a bed bug. Get it?# Cause I'm in bed." message[1] = "* I can see you holding back a# smile, hah..." } npc_flag++ break case 2: with (msg) { talker[0] = other.object_index message[0] = "* Hold on, I need to think of# more material." message[1] = "* In fact I'm getting... a# little...." } if (!global.dialogue_open) { npc_flag++ sprite_index = spr_npc_marlyn_asleep } break case 3: with (msg) message[0] = "* ZzzzzzzZZZZ" break } } if (is_active == true && (!global.dialogue_open)) is_active = false