var starlo = obj_starlo_npc with (starlo) { if interact other.scene++ } switch scene { case 1: scr_text() with (msg) { sndfnt = 107 talker[0] = starlo message[0] = "* Howdy howdy, Clover!" message[1] = "* Ready for round two?" prt[0] = 417 prt[1] = 417 ch_msg = 1 ch[1] = "Yes" ch[2] = "No" if (outcome == 1) { if (audio_sound_get_gain(obj_radio.current_song) == 1) audio_sound_gain(obj_radio.current_song, 0, 500) message[2] = "* Swell!" message[3] = "* Seein' as the original# plans were altered, we# got catchin' up to do." message[4] = "* Let's gather the others!" prt[2] = 417 prt[3] = 407 prt[4] = 417 } if (outcome == 2) { message[2] = "* Alright, take yer# time." prt[2] = 417 other.scene = 0 } } if (!global.dialogue_open) { global.dunes_flag[20] = 4 trn = instance_create(0, 0, obj_transition_clock) trn.newRoom = 127 trn.xx = 700 trn.yy = 375 instance_destroy() } break }