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; } }