event_inherited() if interact { scr_text() is_talking = 1 if (global.snowdin_flag[18] >= 1) { global.snowdin_flag[18] = 2 switch npc_flag { case 0: with (msg) { message[0] = "* 'Ay, it's you again!" message[1] = "* Nice to see a face around 'ere# that's seen places other than# this desert, heh heh." message[2] = "* I live 'round these parts, but# it's not always like... this..." message[3] = "* The Wild East is changin';# something's in the air." message[4] = "* North Star and his gang are# doin' their best I suppose." } npc_flag = 1 break case 1: with (msg) { message[0] = "* Speakin' of North Star, he's# got you roped into his crew,# huh." message[1] = "* Don't be too intimidated,# they're all a bunch of softies# at heart!" message[2] = "* Maybe not that Ed guy though...# Something tells me not to cross# him, heh heh..." } npc_flag = 2 break case 2: with (msg) { message[0] = "* I'm thinkin' of taking a trip# to Waterfall." message[1] = "* You should stop by that place# if ya get the chance!" message[2] = "* Prettier than here, fer'sure." } break } } else { switch npc_flag { case 0: with (msg) { message[0] = "* You must be that new kid in the# paper, eh?" message[1] = "* Trust me, the Wild East ain't# always this... active..." message[2] = "* North Star must just be excited# to add another member to his# posse!" } npc_flag = 1 break case 1: with (msg) { message[0] = "* If you plan on leavin' here,# don't expect it to be easy." message[1] = "* When North Star gets his mind# set on something, he sees it# though." message[2] = "* So embrace yer position. I'm# sure only good things can come# from it!" } npc_flag = 2 break case 2: with (msg) message[0] = "* I'm gonna head out of town,# don't get into too much trouble,# heh heh." break } } }