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] = "* One day, I'm gonna travel down# this belt myself.\t"; message[1] = "* I wanna see where it leads!"; ch_msg = 1; ch[1] = "Bad idea"; ch[2] = "Do it!"; if (outcome == 1) { message[2] = "* You think that's dangerous? "; message[3] = "* I've got a hardhat, don't I?"; message[4] = "* Come on, you'll never have any# fun if you're uptight all the# time!"; other.can_talk = false; other.npc_flag++; } if (outcome == 2) { message[2] = "* I'll have to wait until the# shift's over."; message[3] = "* Thanks for the confidence# boost!"; other.can_talk = false; other.npc_flag++; } } break; case 1: with (msg) { message[0] = "* I gotta say, sorting through# the same gemstones every day is# getting old.\t"; message[1] = "* I bet the Surface has a ton# we've never heard about!\t"; message[2] = "* Ironic that the first thing I# wanna do when we're free is# explore more caves, haha!"; } can_talk = false; npc_flag++; break; case 2: with (msg) message[0] = "* Welp, gotta get back to it!"; can_talk = false; break; } }