event_inherited() depth = depth_start if (interact && npc_flag != 1) waiter = 1 if (waiter == 1) { scr_text() is_talking = 1 with (msg) { if (global.hotland_flag[1] > 0 && global.party_member != -4) { if (global.hotland_flag[7] == 0) { is_talking = 0 message[0] = "* Oh, hey!" message[1] = "* The elevator to New Home seems# to be free at the moment." message[2] = "* I'd use this opportunity to# chase after the two friends you# were looking for." message[3] = "* That's the plan. Thank# you." message[4] = "* And please tell them not to be# so reckless in my# establishment." message[5] = "* Stresses out the residents." prt[3] = 312 talker[0] = 422 talker[3] = -4 talker[4] = 422 sndfnt_array[0] = 99 sndfnt_array[3] = 102 sndfnt_array[4] = 99 global.hotland_flag[7] += 1 } else { message[0] = "* If you don't mind, the complex# is quite busy today." message[1] = "* I need to attend to other# guests." } other.waiter = 0 } else { switch other.npc_flag { case 0: message[0] = "* Hello and welcome to UG# Apartments!" message[1] = "* - The leading establishment# where your stay is temporary# AND unaffordable!" message[2] = "* I am the Handlord of this# complex." message[3] = "* Please do not say you \"find it# quite simple.\" You will be# kicked out." message[4] = "* How may I be of service?" ch_msg = 4 ch[1] = "Castle" ch[2] = "Room" if (outcome == 1) { message[5] = "* Of course!" message[6] = "* To reach New Home, you'll want# to take that elevator on my# left." message[7] = "* Not left as in my appearance,# left as in the direction. You# get it." message[8] = "* Ahem..." message[9] = "* Of course, with the CORE being# under maintenance, it is the# only way to reach the city." message[10] = "* Heavy traffic is expected." other.waiter = 0 other.npc_flag++ } if (outcome == 2) { message[5] = "* Let me check if we have any# openings..." message[6] = "* ...Yes, here we are." message[7] = "* We have a Platinum Deluxe# apartment on the top floor." message[8] = "* Though the down payment will# cost you about... 6500G" message[9] = "* Wait, you aren't even old# enough to rent a room. " message[10] = "* Bring a parent or guardian next# time." other.waiter = 0 other.npc_flag++ } break case 2: message[0] = "* If you don't mind, the complex# is quite busy today." message[1] = "* I need to attend to other# guests." other.waiter = 0 break } } } } if (npc_flag == 1 && point_distance(obj_pl.x, obj_pl.y, x, y) > 75) { scr_text() is_talking = 1 npc_flag += 1 with (msg) { message[0] = "* Oh! Hold on a second!" message[1] = "* I think I recognize you..." message[2] = "* Yeah, it's the hat!" message[3] = "* A blue, feathered monster came# in here and asked if I would# tell you to go to the roof." message[4] = "* She wanted to \"meet you on the# roof\" is what she said exactly." message[5] = "* All I ask is please do not do# anything illegal on the# premises." } waiter = 0 }