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. " 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. " message[1] = "* I bet the Surface has a ton# we've never heard about! " 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 } }