event_inherited() var geno_snowdin = false if global.geno_complete[2] geno_snowdin = true if interact { scr_text() is_talking = true if (global.snowdin_flag[1] == 2 && npc_flag < 5) npc_flag = 5 with (msg) { portrait = false sndfnt = 99 if (global.route == 3 || geno_snowdin) { if (geno_snowdin == false) { message[0] = "* I'm starting to have second# thoughts about this as a# honeymoon spot." message[1] = "* It doesn't really feel safe." message[2] = "* I can't tell my wife though. It# would just upset her." } else { switch other.npc_flag { case 0: message[0] = "* You stayed behind too?" message[1] = "* I lost my wife in the# commotion." message[2] = "* This was the last place I saw# her." other.npc_flag = 1 break case 1: message[0] = "* I hope she's doing alright." break } } } else { switch other.npc_flag { case 0: message[0] = "* We're not lost." message[1] = "* I know exactly where we# are." other.npc_flag = 1 break case 1: message[0] = "* We're not lost." message[1] = "* We're in Snowdin." message[2] = "* Snowdin isn't that big." other.npc_flag = 2 break case 2: message[0] = "* We're not lost." message[1] = "* We can't be lost." message[2] = "* It's our honeymoon." message[3] = "* It's gotta be perfect, right?" other.npc_flag = 3 break case 3: message[0] = "* We can't be lost." message[1] = "* That would be a terrible# honeymoon." message[2] = "* A bad honeymoon means a bad# marriage." message[3] = "* That can't happen. I can't be# a bad husband." message[4] = "* I won't let that happen." message[5] = "* I won't let my new wife have# a bad honeymoon." message[6] = "* We can't be lost" other.npc_flag = 4 break case 4: message[0] = "* We can't be lost." message[1] = "* She can't know we're# lost, okay?" break case 5: message[0] = "* Thank you for the map!" message[1] = "* We didn't need it though." message[2] = "* I had everything under control,# I swear." other.npc_flag = 6 break case 6: message[0] = "* Staying here a little longer# won't hurt." message[1] = "* It's quite beautiful." break } } } }