Step 7 : (Creating a Textscene)
A textscene is a game situation where the player can choose between multiple textlines displayed in the lower part of the screen.
For writing a textscene the PaC-DK Editor uses scripts. So create a new script and call it "talkherbert".
In the scriptwindow click on "Add" - "PRESETS" and choose "Textscene Level, 3 Rows". You should see this :
  level ( )
    {
    row (1 ; ; true)
      {
      }
    row (2 ; ; true)
      {
      }
    row (3 ; ; true)
      {
      }
    }
A textscene consists of a maximum of 9 levels with each up to 9 rows. When a textscene is called it will start always with level 1 so write into the
instruction "level" a "1".
A "row" instruction contains a number (from 1-9), the text that will be displayed and as a third entry a "true" or a "false". This third
entry defines if this row will be activ when the game starts or not.
Reason : Some things you can talk about with characters must be discovered by the player first, so it might be usefull to set some rows to "false".
The scriptpart AFTER a "row" instruction is the part that is being processed if the player has chosen this row.
First enter the displaytexts for the 3 rows : Row 1 : "Why may i not use the machine?", Row 2 : "Why are you running around?" und Row 3 : "Bye!!".
Start the game and talk to Herbert. You should see this :

You are stuck, because nothing happens when you click on the textscene lines. Modify the textscene like this :
  level (1)
    {
    row (1 ;Why may i not use the machine? ; true)
      {
      speech (self ; Why may i not use the machine?)
      speech (herbert ; Sorry, i am too depressed!)
      }
    row (2 ;Why are you running around? ; true)
      {
      speech (self ; Why are you running around?)
      speech (herbert ; I am feeling bad!)
      gotolevel (2)
      deactivate (talkherbert ; 1 ; 2)
      }
    row (3 ;Bye!! ; true)
      {
      speech (self ; bye!!)
      endscene ()
      }
    }
The first two rows will let the characters speak. The third one ends the textscene with the instruction "endscene ()"
The instruction "deactivate" disables a single row out of a textscene. It contains the name of the textscene, the Level and the wanted Row.
In this case here the second row deactivates itself.
In addition it changes the current level to "2". So add now to the textscene :
  level (2 )
    {
    row (1 ;Can i help you with that? ; true)
      {
      speech (self ; Can i help you with that?)
      speech (herbert ; I do not dare to open this safe, who knows whats inside?)
      speech (self ; Shall i open it?)
      speech (herbert ;Yes please, the combination is : 7 - 5 - 9)
      deactivate (talkherbert ; 2 ; 1)
      }
    row (2 ;And you think running around helps, huh? ; true)
      {
      speech (self ; And you think running around helps, huh?)
      speech (herbert ; I simply don't know what to do else.)
      deactivate (talkherbert ; 2 ; 2)
      }
    }
Both rows deactive themselves again. If a level has no active rows anymore the game will switch back to level "1".
Note : You can modify the appearance of a textscene in the project setup.
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