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; } }