Game Development Reference
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else
{
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“Hi, it's me again.”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“Hello. I'm glad you came back to talk some more.”);
}
if(InvisibleVar == true)
{
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“You can see me?”);
Skull.Talk(“Yes, of course I can.”);
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“But I'm invisible.”);
Skull.Talk(“Not to me, you're not.”);
}
// and let the dialogue choices begin
SkullTalk1();
// restore interactivity
Game.Interactive = true;
}
////////////////////////////////////////////////////////////////////////////////
on “LookAt”
{
Scout.GoToObject(this);
Game.Interactive = false;
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.sprite”);
Scout.Talk(“This is a sorry-looking skull.”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“Don't be so rude. You can hurt a person's feelings saying things
like that.”);
if(!SkullVar.Talked)
{
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