event_inherited() if (interact && waiter == 0) waiter = 1 if (waiter == 1) { scr_text() switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 434 talker[0] = other ch_msg = 4 ch[1] = "Housing" ch[2] = "Future" message[0] = "* Clover!" message[1] = "* Hello!" message[2] = "* You sort of caught me# in the middle of moving," message[3] = "* But I don't mind taking# a break to chat!" message[4] = "* What's on your mind?" prt[0] = 1761 prt[1] = 1773 prt[2] = 1769 prt[3] = 1773 prt[4] = 1769 if (outcome == 1) { message[5] = "* Oh, see this structure# here?" message[6] = "* I have claimed it as my# new residency!" message[7] = "* Of course, it's in no# state for living at the# moment." message[8] = "* I will definitely need# help on the construction# end of things." message[9] = "* Not sure if Pops will# like the close quarters# but..." message[10] = "* I'm sure he'll get over# it." message[11] = "* He has a tendency to# get a big head from time# to time." message[12] = "* We're working on it..." prt[5] = 1769 prt[6] = 1761 prt[7] = 1765 prt[8] = 1769 prt[9] = 1780 prt[10] = 1769 prt[11] = 1776 prt[12] = 1755 other.waiter = 0 other.npc_flag += 1 } if (outcome == 2) { message[5] = "* Um, well, I haven't# made a concrete plan# yet." message[6] = "* Taking things one step# at a time." message[7] = "* If you remember, I# tossed some ideas around# before you left my home." message[8] = "* Gotta say, the concert# idea in particular is# temping!" message[9] = "* ...If I can work up the# courage to go through# with such a thing." message[10] = "* Maybe I'll brush up on# my organ skills in the# meantime?" message[11] = "* Practice makes perfect!" prt[5] = 1765 prt[6] = 1773 prt[7] = 1769 prt[8] = 1761 prt[9] = 1780 prt[10] = 1769 prt[11] = 1773 other.waiter = 0 other.npc_flag += 1 } } break case 1: with (msg) { portrait = false sndfnt = 434 talker[0] = other message[0] = "* I hadn't thought of it# until now but..." message[1] = "* We might have a crisis# on our hands." message[2] = "* Half of my luggage here# is stocked with corn." message[3] = "* Enough to last a week# at most, but what then?" message[4] = "* I suppose I could trek# back to my field..." message[5] = "* But still, that will# only get me so far." message[6] = "* I don't want to deal# with corn withdrawals!" message[7] = "* Hmm... " message[8] = "* I will be mulling over# this for some time." message[9] = "* Don't mind me." prt[0] = 1763 prt[1] = 1780 prt[2] = 1759 prt[3] = 1759 prt[4] = 1780 prt[5] = 1776 prt[6] = 1755 prt[7] = 1780 prt[8] = 1755 prt[9] = 1776 } waiter = 0 npc_flag = 2 break case 2: with (msg) { portrait = false sndfnt = 434 talker[0] = other message[0] = "* So, have you been# journeying through the# Underground?" message[1] = "* Your bravery is# inspiring!" message[2] = "* The Ruins were only the# beginning of your# obstacles, I'm sure." message[3] = "* I... do regret troubling# you. Very much so." message[4] = "* But, with a# glass-half-full# mindset..." message[5] = "* Fighting a low-level# monster first was good# training, right?" message[6] = "* There are some pretty# scary encounters to be# had out there." message[7] = "* I'm nothing compared to# them..." message[8] = "* So please stay safe!" prt[0] = 1773 prt[1] = 1769 prt[2] = 1769 prt[3] = 1780 prt[4] = 1776 prt[5] = 1773 prt[6] = 1776 prt[7] = 1780 prt[8] = 1773 } waiter = 0 npc_flag = 3 break case 3: with (msg) { portrait = false sndfnt = 434 talker[0] = other message[0] = "* You know, I find it# strange." message[1] = "* We only met mere hours# ago but for some# reason..." message[2] = "* It feels like I've# known you for years." message[3] = "* Time is truly the# puzzle we will never# solve." prt[0] = 1765 prt[1] = 1776 prt[2] = 1769 prt[3] = 1773 } waiter = 0 npc_flag = 4 break case 4: with (msg) { portrait = false sndfnt = 434 talker[0] = other message[0] = "* Well, I better get back# to it." message[1] = "* I wish you all the luck# in the world, Clover!" message[2] = "* Go do for others what# you did for me!" prt[0] = 1769 prt[1] = 1773 prt[2] = 1769 } waiter = 0 break } }