event_inherited(); if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { message[0] = "* Hello!"; message[1] = "* Aren't you a bit young# to be hanging around# here?"; message[2] = "* Not to judge or# anything."; message[3] = "* I'm in town visiting my# little Moray."; message[4] = "* My lovely wife, Angie,# is running the mines# while I'm away."; message[5] = "* Not sure how efficient# my boys will be without# me there, though."; message[6] = "* Ahh, it's a risk worth# taking."; prt[0] = 362; prt[1] = 359; prt[2] = 361; prt[3] = 362; prt[4] = 359; prt[5] = 361; prt[6] = 359; } npc_flag = 1; break; case 1: with (msg) { message[0] = "* Angie often frets about# Moray living down here."; message[1] = "* I've heard these Wild# East fellas are real# serious about everything."; message[2] = "* Moray originally touted# it as being a human-like# town."; message[3] = "* Said it was for \"role# play\", whatever that is."; message[4] = "* Seems like it's shifted# into something very# different nowadays."; message[5] = "* I guess if my kiddo's# happy, I can't complain# too much."; prt[0] = 359; prt[1] = 361; prt[2] = 359; prt[3] = 362; prt[4] = 361; prt[5] = 359; } npc_flag = 2; break; case 2: with (msg) { message[0] = "* The mines are always# open to visitors if you# call ahead of time!"; message[1] = "* I'd like to see you back# there soon!"; prt[0] = 359; prt[1] = 362; } break; } }