An example of an object that performs different actions based on the progression through the active dialogue sequence.
|Alarm||1||Set _DIALOGUE_CONTROLLER's _INTERMISSION to false, and advance the current dialogue sequence.|
|Step||1||If there's a replay currently being played back and the Z-Key was pressed on the current frame, trigger the User Defined 0 event.|
|Draw||1||If Alarm is counting down and the active dialogue sequence is at the designated line number, draw an arbitrary sprite.|
|User Defined 0||1||If the active dialogue sequence is at line number 0, set _DIALOGUE_CONTROLLER's _INTERMISSION to true and it's alpha-related locals to 0, set Alarm to an arbitrary value.|
|Press Z-Key||1||If there isn't a replay being played back, trigger the User Defined 0 event.|