event_inherited() if (interact && (!can_talk)) { can_talk = true is_talking = 1 scr_text() } if can_talk { switch npc_flag { case 0: with (msg) { message[0] = "* What's up?" message[1] = "* You visiting, or are you lost?" ch_msg = 1 ch[1] = "Visiting" ch[2] = "I work here" if (outcome == 1) { message[2] = "* Ah, well, there's not much to# see." message[3] = "* The cave's a real mess." message[4] = "* She does contain some beautiful# stones though, I'll tell you# that!" message[5] = "* Hope you enjoy your visit!" other.can_talk = false other.npc_flag++ } if (outcome == 2) { message[2] = "* Haha!" message[3] = "* That's cute, but you can't pull# one over on me!" message[4] = "* The Foreman doesn't hire kids." message[5] = "* Though, several employees seem# to have the brain of one." message[6] = "* I'm sorry! That was mean." message[7] = "* You're very smart, I'm sure." message[8] = "* Enjoy your visit!" other.can_talk = false other.npc_flag++ } } break case 1: with (msg) { message[0] = "* My job is to send all gemstones# we find on this floor down to# the sorting machine." message[1] = "* From there... I'm not quite# sure where they go." message[2] = "* That's the problem with this# place. You have to figure most# things out yourself." message[3] = "* It's an honest living, though!" } can_talk = false npc_flag++ break case 2: with (msg) { message[0] = "* Oh, I know of a fun activity# for you on your visit!" message[1] = "* There's a fortune teller set up# in town." message[2] = "* I visit her every week to hear# about my potential future." message[3] = "* Give her some business if you# pass by the area, okay?" } can_talk = false npc_flag++ break case 3: with (msg) { message[0] = "* My break is almost over, it# seems." message[1] = "* Oh well." } can_talk = false break } }