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if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.
sprite”);
Scout.Talk(“What sort of a name is Nigel for a skull?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“I know, I know...”);
SkullVar.Nigel = true;
Skull.Caption = “Nigel”;
}
}
else if(Selected==2) //Pole
{
if(SkullVar.Moved)
{
Scout.Talk(“Why were you stuck on that pole?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“I was placed there as a warning to intruders.”);
}
else
{
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup.
sprite”);
Scout.Talk(“Why are you stuck on that pole?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“I've been placed here as a warning to intruders.”);
}
if(!SkullVar.Moved) Scout.ForceTalkAnim(“actors\scout\rr\talkup. sprite”);
Scout.Talk(“Intruders?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“People like yourself, who come here looking for the treas-
ure hidden in Skull Rock.”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“Oops! Forget I ever said that.”);
if(!SkullVar.Moved)
Scout.ForceTalkAnim(“actors\scout\rr\talkup.
sprite”);
Scout.Talk(“Not very good at your job are you?”);
Skull.ForceTalkAnim(“sprites\Skull\talk.sprite”);
Skull.Talk(“You call this a job? It's certainly not one I would have chosen
myself, if I'd had any say in the matter.”);
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