class NPC_Saiki extends GameNPC {
actionTalk() {
+ if (logic.carlos.alive) {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
+ { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
+ { actor: logic.player, text: "Awesome! What is it?" },
+ { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
+ { actor: logic.player, text: "Yeah... That's really suspicious!" },
+ { actor: logic.player, text: "Maybe I can get home today in time?" },
+ { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
+ { actor: this, text: "You steal from the company! The company needs your unpaid hours of work! Otherwise, how would we finance the trash can I ordered for the department?" },
+ { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
+ { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
+ logic.closeDoor("carlosdoor");
+ logic.openDoor("saikidoor");
+ 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." },
+ { actor: this, text: "Clara has to enter people manually." },
+ { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
+ { actor: this, text: "I'm always up for such deep conversation" },
+ { actor: this, text: "about trash cans." },
+ { actor: this, text: "While we only have one trash can, other departments seem to be abundant of them. And ours is always filled. So I requested an additional trash can." },
+ { actor: this, text: "Now the ticket is in PENDING status. The latest work note is from two months ago, telling there is no budget at the moment." },
+ { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
+ { actor: this, text: "No, everyone holds on to their trash cans." },
+ { actor: logic.player, text: "You certainly did your research." },
+ { actor: this, text: "Of course. It's an important subject." } ] ));
+ break;
+ case 3:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
+ { actor: logic.player, text: "Cool! Which band?" },
+ { actor: this, text: "I don't remember the band name. But the particular singer has a blue rose in her hair most of the time." } ] ));
+ break;
+ default:
+ if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Did you know that Carlos thought he can grow a pig by burying pig semen in the ground? What do you think about this?" },
+ { actor: this, text: "Hmm..." },
+ { actor: this, text: "I guess it didn't work." },
+ { actor: this, text: "So do you want to know what I think about this?" },
+ { actor: this, text: "IT'S BRILLIANT!!!" },
+ { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
+ { actor: logic.player, text: "That's gross. Poor pig." },
+ { actor: this, text: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
+ { actor: logic.player, text: "You have a point." },
+ { actor: this, text: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
+ //this.offscreenTeleportation(new Phaser.Point(logic.carlos.x + 128, logic.carlos.y), this.tpdone);
+ }
+ else {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I've found an orchestrated rendition of „Potential for Anything”. You'll have to check it out, it's breathtaking!" } ] ));
+ }
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
+ { actor: this, text: "Hi Carlos..." },
+ { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
+ { actor: this, text: "Well... it sounds pretty much creepy." },
+ { actor: logic.player, text: "Will you go out on a date with me?" },
+ { actor: this, text: "..." },
+ { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
+ { actor: this, text: "Especially with that facial expression." },
+ { actor: this, text: "I mean... you're not even joking." },
+ { actor: this, text: "So sorry... I won't date you." } ] ));
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
+ { actor: this, text: "I'm sorry." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
+ { actor: this, text: "Geez, what for? Go back to your department and work!" },
+ { actor: logic.player, text: "I need it." },
+ { actor: this, text: "..." } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do?" } ] ));
+ }
+ }
super.actionTalk();
- logic.endTalk();
+ }
+
+ actionLeave() {
+ if (logic.carlos.alive) {
+ logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
+ }
+ }
+
+ actionTake() {
+ logic.closeDoor("carlosdoor");
+ logic.openDoor("saikidoor");
+ return super.actionTake();
+ }
+
+ endTalk() {
+ return (logic.carlos.alive);
}
}