//Yap always changes so it moves from one message to the next.
//MsgBox.FontSize changes font size. 1 is normal size. .5 is half. 2 is twice the size.
//MsgBox.Voice (not implemented yet, but won't ruin anything) chooses the voice you want to come from the text box.
//MsgBox.Msg is the message in the text box.
//To END a conversation, use "!" as the message
//Since global.Name is your character's name, it'll be replaced with eight Ws for text-spacing purposes. ...and yes,
//It NEEDS to be "+ global.Name +"

if Yap = 0 {
MsgBox.Msg = "#Hmm, you must be "+global.Name+"...       #You're exactly as the princess described."
}

if Yap = 1 {
MsgBox.Msg = "#You know you have to save her.       #If you don't, the Dragonian will destroy us all..."
}

if Yap = 2 {
MsgBox.Msg = "#Anyway... "+global.Name+"...      #Is there anything else you need?"
MsgBox.Question = 2
MsgBox.QTxt= QTxt
if global.SQItemA > 1 MsgBox.QTxt= "I've got her a special flower#...nothing"
MsgBox.QChoose=0
}

if Yap = 3 {
MsgBox.Question = 0
if MsgBox.QChoose=0{
if global.SQItemA < 2{
if global.Flowas = 0 {MsgBox.Msg= "#...but you don't have any flowers.     #It would be nice if you did..."
}else {MsgBox.Msg = "#Hmm... that's nice. I'll take them."
if global.Flowas > 100 MsgBox.Msg = "#Hmm... isn't this a little much?     #I'll take them anyway."
if global.Flowas > 500 MsgBox.Msg = "#You must really like her to give away THAT many flowers.       #...now, where am I going to put these...?"
if global.Flowas > 999 MsgBox.Msg = "How do you even manage to carry around all these flowers?       #You must REALLY like her to give her all these...       #Maybe I can make something fancy out of them for you..."
}
global.SabLove += global.Flowas
global.Flowas = 0
} else {
MsgBox.Msg = "Hmm... I'm guessing you got this in Vapora.          #It's nice...           #...but it's not her favorite."
global.SabLove += 10
if global.SQItemA = 2 Yap = 11}
}else MsgBox.Msg= "#Well, I was told to take any flowers that you offered, #and give them to the princess when she gets back."
}

if Yap = 4 {
global.SabLove +=1
if MsgBox.QChoose=0 MsgBox.Msg = "Perhaps you should collect more.      #I know it's not the same as giving them to her, but #I know it reflects upon yourself to bring them #here."
if MsgBox.QChoose=1 MsgBox.Msg = "#Anyway, you've got an adventure to go do.       #Bring Sabrina back safely!"
MsgBox.QChoose=0
}

if Yap = 5 MsgBox.Msg = "!"


if Yap = 11 MsgBox.Msg = "#Hmm... a Red Tulip...         #I figure you got this in Vapora."

if Yap = 12 MsgBox.Msg = "Red Tulips are rather common in Arlon.        #Well, that's what Princess Sabrina studied, anyway...         #...and she liked them a lot."

if Yap = 13 MsgBox.Msg = "...in fact, they're her favorite flowers.         #Why she likes Arling stuff, I have no idea, but the #scent's rather pleasant."

if Yap = 14 {if ds_list_find_index(global.KHDB,"SFLOWR") = -1 MsgBox.Msg = "Perhaps this would go real well in the #library.          #She spends a lot of time in there, anyway." else MsgBox.Msg = "You must be rather dedicated to bring another #Red Tulip for Sabrina.         #I hope you're doing the right thing giving #this to me."
global.SabLove += 50}

if Yap = 15 {if ds_list_find_index(global.KHDB,"SFLOWR") = -1 MsgBox.Msg = "Princess Sabrina said I should give you this #if you could guess her favorite flower.           #So, here's one Heart Piece." else {
MsgBox.Msg = "!"
global.SQItemA=0}
}

if Yap = 16 {
with MsgBox {instance_destroy()}
sound_play(ItemGet)
instance_create(Rick.x,Rick.y,ItemBought)
ItemBought.Sig = 9
Yap = 0
Targeted = 0
Rick.visible = 1
Active = 2
alarm[2] = 2
global.SabHeart+=1
global.SQItemA = 0
ds_list_add(global.KHDB,"SFLOWR")
}
