event_inherited() if interact { scr_text() switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* Oh, didn't see you there!" message[1] = "* I'm just staring at this pond# for my next landscape study." message[2] = "* It reminds me of us.# Individuals, I mean." message[3] = "* Most of it is beautiful.# Perfection at a glance." message[4] = "* But then you look closer and# see a hole cut right through." message[5] = "* Jagged, invasive... defacing# and weakening what should be a# masterpiece." message[6] = "* Sure, you could fill it in,# but it would only be a faux# correction to the whole." message[7] = "* It may look stronger than# before, but the wound will# always be present." message[8] = "* ..." message[9] = "* Then again, maybe it's just a# pond with a hole in it." } npc_flag = 1 break case 1: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* I thought starting small would# be best after leaving the# Ruins." message[1] = "* It's a little overwhelming,# thinking of how much art I can# make now." message[2] = "* Drawing in increments for# sanity's sake, heh!" } npc_flag = 2 break case 2: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* When I feel like branching# out, I might try my hand at ice# sculpting!" message[1] = "* I would definitely need a# teacher, though." message[2] = "* There is this one monster who# is highly proficient at ice# magic." message[3] = "* They roam the higher# elevations south of here last I# heard." message[4] = "* Probably too busy for silly# art projects, unfortunately." } npc_flag = 3 break case 3: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* Sorry, but I have work to do!" message[1] = "* Catch you later, yeah?" } break } }