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 } }