class NPC_Carlos extends GameNPC {
actionTalk() {
if (logic.clara.alive) {
- if (logic.peter.talkcount == 0) {
+ if (logic.saiki.talkcount == 0) {
switch (this.talkcount) {
case 0:
logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
}
actionLeave() {
- if ((logic.clara.alive) && (logic.peter.talkcount == 0)) {
+ if ((logic.clara.alive) && (logic.saiki.talkcount == 0)) {
logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
}
}
}
endTalk() {
- return ((logic.clara.alive) && (logic.peter.talkcount == 0)) || (this.talkcount < 3);
+ return ((logic.clara.alive) && (logic.saiki.talkcount == 0)) || (this.talkcount < 3);
}
tpDone(value) {
logic.closeDoor("carlosdoor");
logic.openDoor("saikidoor");
logic.openDoor("peterdoor");
+ logic.carlos.resetTalk();
break;
case 1:
logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." },
logic.closeDoor("saikidoor");
logic.openDoor("peterdoor");
logic.openDoor("biancadoor");
- logic.carlos.resetTalk();
break;
case 1:
logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "See... Would you talk to Bianca? We don't understand each other pretty well. That's why I'd rather wouldn't make a shot." } ] ));