myinteract = 3; global.msc = 0; global.typer = 30; global.fc = 1; global.fe = 0; global.interact = 1; if (room == room_castle_town) { global.fe = 1; global.msg[0] = stringsetloc("* Oh^1, you're not dead^2.&* Sweet./", "obj_npc_susiedark_slash_Other_10_gml_13_0"); global.msg[1] = stringsetloc("\\E2* Got any idea what the heck this place is?/", "obj_npc_susiedark_slash_Other_10_gml_14_0"); global.msg[2] = stringsetloc("\\E0* ... me neither./", "obj_npc_susiedark_slash_Other_10_gml_15_0"); global.msg[3] = stringsetloc("* Wonder if there's anyone in that building up there...?/%", "obj_npc_susiedark_slash_Other_10_gml_16_0"); if (talked >= 1) { global.msg[0] = stringsetloc("* Maybe this place is an abandoned theme park?/", "obj_npc_susiedark_slash_Other_10_gml_20_0"); global.msg[1] = stringsetloc("\\E0* Wait^1, where are the rides^1, then...?/", "obj_npc_susiedark_slash_Other_10_gml_21_0"); global.msg[2] = stringsetloc("\\E2* Maybe they abandoned it 'cause there weren't any./%", "obj_npc_susiedark_slash_Other_10_gml_22_0"); } } talked += 1; mydialoguer = instance_create(0, 0, obj_dialoguer);