event_inherited() var rephil_col = make_color_rgb(211, 231, 221) depth = (-room_height) if interact { is_talking = 1 waiter = 1 global.cutscene = true } if (waiter == 0) { if (sprite_index != spr_rephil_turn_overworld_yellow) { sprite_index = spr_rephil_turn_overworld_yellow image_index = 4 } if (image_index <= 2) { image_index = 2 image_speed = 0 } else image_speed = -0.2 } if (waiter > 0) { if (waiter == 1) { if (image_index >= 4) { sprite_index = spr_rephil_overworld_yellow image_speed = 0 waiter = 2 } else image_speed = 0.2 return; } scr_text() switch npc_flag { case 0: with (msg) { talker[0] = other.object_index color = true col_modif[0] = rephil_col message[0] = "* 'Ey, would ya' look at that! If# it ain't our fresh recruit." message[1] = "* How's it goin' kid, you givin'# the shufflers a good name out# 'ere?" message[2] = "* Ya' know, it's tough being a# world renowned gang leader." message[3] = "* I gotta run 'round the# Underground every now 'n then." message[4] = "* Make sure we're being properly# represented, ya' know?" message[5] = "* Ya' ain't gettin' respect like# us by lazin' around, kid." for (var i = 0; i < array_length(message); i++) message_col[i][0] = message[i] } break case 1: with (msg) { talker[0] = other.object_index color = true col_modif[0] = rephil_col message[0] = "* 'Ey kid. 'Ave you seen a# certain associate 'round?" message[1] = "* A fancy lil' fella. Wears a# nice suit 'n a stubby hat. " message[2] = "* We've got some matters to# discuss with 'em." for (i = 0; i < array_length(message); i++) message_col[i][0] = message[i] } break case 2: with (msg) { talker[0] = other.object_index color = true col_modif[0] = rephil_col message[0] = "* This town 'ere's pretty nice.# Though, I'm not fond of# the local gang." message[1] = "* They think they're the hot# stuff but they've got nothin'# on The Shufflers!" for (i = 0; i < array_length(message); i++) message_col[i][0] = message[i] } break } if (!global.dialogue_open) { waiter = 0 global.cutscene = false if (npc_flag < 2) npc_flag++ } }