{ 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: "..." },
{ 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." },
//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!" } ] ));
+ if (Phaser.Math.random() < 0.5) {
+ 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 {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I don't like that our department is green. The blue one, where Carlos works, looks much better." } ] ));
+ }
}
}
}
{ actor: this, text: "..." } ] ));
break;
default:
- logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do?" } ] ));
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
}
}
super.actionTalk();
this.carlos = newChar;
break;
case 'saiki':
- newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 200);
+ newChar = new NPC_Saiki(object.x, object.y, 'saiki', "Saiki", "Saiki Ytpme", 150);
this.saiki = newChar;
break;
default: