if (sprite_index == spr_smokey_smoke) { image_speed = 0.4 if (image_index >= (image_number - image_speed)) { sprite_index = spr_smokey scr_cutscene_end() audio_sound_gain(obj_radio.bgm, 1, 300) } return; } event_inherited() if interact { scr_text() is_talking = 1 waiter = 1 } if (waiter == 1) { if (global.dunes_flag[6] == false) { switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 99 message[0] = "* Hey, just in time!" message[1] = "* I'm sure you noticed all this# mining mumbo jumbo lying around,# yea?" message[2] = "* Well, Corporate said we have to# solve puzzles as we work to# exercise the ol' noggin." message[3] = "* They even made the Foreman lock# the door until work's done." message[4] = "* Pretty unnecessary if you ask# me." message[5] = "* Seeing as I'm on my permanent# smoke break, could you solve it# for me?" message[6] = "* You look like a smart kid. Give# it a shot." } if (!global.dialogue_open) { npc_flag = 1 waiter = 0 } break case 1: with (msg) { portrait = false sndfnt = 99 message[0] = "* What do ya need?" ch_msg = 0 ch[1] = "Can you help me?" } if (!global.dialogue_open) { scr_cutscene_start() audio_sound_gain(obj_radio.bgm, 0, 300) sprite_index = spr_smokey_smoke audio_play_sound(snd_smoke, 1, 0) waiter = 0 npc_flag = 2 } break case 2: with (msg) { portrait = false sndfnt = 99 message[0] = "* You're not gonna solve the# puzzle by talking to me." message[1] = "* Kids these days are so# lazy, I swear." } break } } else { if (npc_flag < 3) npc_flag = 3 switch npc_flag { case 3: with (msg) { message[0] = "* Great job! I knew you could do# it, kid!" message[1] = "* Won't be another job until# tomorrow." message[2] = "* I can spend the rest of my# workday doing absolutely# nothing." message[3] = "* Oh wait, I already was." } if (!global.dialogue_open) { npc_flag = 4 waiter = 0 } break case 4: with (msg) { message[0] = "* You gotta wonder when ol'# ASGORE is gonna call off this# excavation." message[1] = "* Mining Co. has been in business# for decades!" } if (!global.dialogue_open) { npc_flag = 2 waiter = 0 } break } } }