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- InDialog = false; //Checks to see if your in dialog
- DoneSpeaking = false; //Checks to see if the NPC is done talking
- PortraitState = false; //Checks to see if the text will have a portrait in it
- i = 0;
- TestDialog[0] = "* Ribbit, ribbit. #(L)* (Excuse me, human.)"; //Dialog String
- TestDialog[1] = "* (Allow me to take the time and #(L)* introduce the dialog system.)";
- Dialog_String = TestDialog[0]; //Actual variable used in the Dialog Script
- DialogBoxSprite = spr_dialog_box; //The sprite of the dialog box
- DialogBox_X = window_get_width()/2; //The dialog box X position
- DialogBox_Y = 395; //The dialog box Y position
- PortraitSprite_Face = -1; //The portrait sprite itself
- PortraitSprite_Talking = -1; //The portrait sprite itself when talking
- Portrait_X = DialogBox_X - 215; //The portraits X position
- Portrait_Y = DialogBox_Y - 3; //The portraits Y position
- Text_X = 60; //The text X position
- Text_Y = 340; //The text Y position
- MaxStringWidth = 600; //Maximum length of each line of text
- StringSep = 36; //The seperation between lines of text
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