You might want to upgrade your game to Quest 5.4 so many of us can help you out.
I am willing to give you the codes for casino games like blackjack or slots but you really need to prove to us that you know what you're doing and I myself am scared that you'll burn out from this project because of being over-burdened with code like I was with "Welcome to Dream Valley".
But if you can implement this, then try it out: It's what I'm using for NPC dialogue:
1) In an NPC Pony, create a "dialogue" attribute and set it to a Script Dictionary.
2) Create a script in that dictionary with the keyword "main".
// the options for this dialogue bit are in a comma-delimited string that'll turn into a stringlist
options = Split("(Tell me about yourself),(Who is best pony?),(Nevermind)",",")
ShowMenu ("", options, false) {
action = ""
// Make sure these lined-up with the keywords from other ScriptDictionary scripts
switch (result) {
case ("(Tell me about yourself)") {
// With this, it'll initiate a script in the "dialogue" ScriptDictionary where the NPC Pony will talk about him/herself
action = "about_self"
}
case ("(Nevermind)") {
// This will end the conversation
action = "end"
}
case ("(Who is best pony?)") {
// Obviously Sweetstuff from Gen 1 but I'll let you make another script in the ScriptDictionary.
action = "best_pony"
}
}
// Once we have the keyword stored in the "action" variable, we can move the conversation to another scrip in the ScriptDictionary
dialouge_move (game.npc, action)
}
3) Set this as the script for "speak to":
msg ("\"Yes, how may I help you?\" the NPC Pony asked.")
// You're just talking to this pony, right?
game.npc = GetObject (this.name)
dialouge_move (game.npc, "main")
4) Go to functions and this code with these parameters:
npc
option
npc.dialouge_option = DictionaryItem (npc.dialouge, option)
do (npc, "dialouge_option")
Those are the basics for my Super-Advanced-Dialouge-System (Trademark Pending), play with it yourself.