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;