event_inherited(); if (interact && waiter == 0) { waiter = 1; is_talking = true; scr_text(); } if (waiter == 1) { switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Wow. It's colder today than# usual, huh?"; message[1] = "* If I wasn't extremely lazy, I'd# go to the Honeydew Resort and# get some hot coffee."; } npc_flag = 1; waiter = 2; break; case 1: if (scr_item_exists_check("Hndw Coffee") == true) { with (msg) { portrait = false; sndfnt = 99; message[0] = "* (You take out the cup of# coffee.)"; message[1] = "* For me? How can I ever thank# you!"; message[2] = "* Here, I found this in the snow.# It was probably out there for# ages."; message[3] = "* (You got a Soggy Mitten.)"; if (message_current == 0) other.is_talking = false; else other.is_talking = true; if (message_current == 3) { scr_item_remove("Hndw Coffee"); scr_item("Soggy Mitten"); other.is_talking = false; other.npc_flag = 2; other.waiter = 2; other.sprite_index = spr_martha_coffee_snowdin_yellow; } } } else { with (msg) { portrait = false; sndfnt = 99; message[0] = "* Wow. It's colder today than# usual, huh?"; message[1] = "* If I wasn't extremely lazy, I'd# go to the Honeydew Resort and# get some hot coffee."; } waiter = 2; } break; case 2: with (msg) { portrait = false; sndfnt = 99; message[0] = "* The coffee is a little hot."; message[1] = "* I'm going to let it cool down.# I'm not crazy, ya know."; message[2] = "* In the meantime, I'll get to# making a campfire so I don't# freeze."; } npc_flag = 3; waiter = 2; break; case 3: if (scr_item_exists_check("Matches") == true) { with (msg) { portrait = false; sndfnt = 99; message[0] = "* (You take out the matches.)"; message[1] = "* Are those matches? Can I have# them?"; ch_msg = 1; ch[1] = "Yes"; ch[2] = "No"; if (message_current == 0 || message_current == 6) other.is_talking = false; else other.is_talking = true; if (outcome == 1) { message[2] = "* You're a lifesaver! I really# need help with this fire!"; message[3] = "* I, uh... I don't really have# anything else to give you."; message[4] = "* Here, take your coffee back, I# guess."; message[5] = "* It got cold while I was working# anyway."; message[6] = "* (You got a cup of lukewarm# coffee.)"; } if (message_current == 6) { other.sprite_index = spr_martha_snowdin_yellow; scr_item_remove("Matches"); scr_item("Lukewarm Coffee"); other.npc_flag = 4; other.is_talking = false; other.waiter = 2; } if (outcome == 2) { message[2] = "* Awww... I really thought they# were matches..."; other.waiter = 2; } } } else { with (msg) { portrait = false; sndfnt = 99; message[0] = "* The coffee is a little hot."; message[1] = "* I'm going to let it cool down.# I'm not crazy, ya know."; message[2] = "* In the meantime, I'll get to# making a campfire so I don't# freeze."; other.waiter = 2; } } break; case 4: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Why am I still standing here,# idle?"; message[1] = "* I've frozen. I cannot move my# body anymore."; message[2] = "* Don't worry, this is nature's# way of letting me be lazy."; } waiter = 2; break; } } if (waiter == 2 && !instance_exists(obj_dialogue)) { waiter = 0; is_talking = false; }