event_inherited() if (global.sworks_flag[31] == 1 || global.sworks_flag[31] == 2) { if (npc_flag < 5) npc_flag = 5 } if (interact && waiter == 0) waiter = 1 if (waiter == 1) { scr_text() is_talking = 1 switch npc_flag { case 0: with (msg) { ch_msg = 2 ch[1] = "Correct" ch[2] = "No, I am" portrait = false sndfnt = 99 message[0] = "* Oh my! You startled me!" message[1] = "* I know my eyes aren't what they# used to be but..." message[2] = "* ...You aren't a machine,# correct?" if (outcome == 1) { message[3] = "* I can't believe it. Another# monster in the Steamworks? " message[4] = "* Thought I was the only one." message[5] = "* I'm not incredibly social but# you're welcome to rest up here." other.npc_flag = 1 other.waiter = 0 } if (outcome == 2) { message[3] = "* Hm? You look nothing like the# others." message[4] = "* Don't pull my leg now. At my# age, it might break off." other.npc_flag = 1 other.waiter = 0 } } break case 1: with (msg) { portrait = false sndfnt = 99 message[0] = "* This facility used to be the# epicenter for innovation back# in the day." message[1] = "* In my prime I was a chemist.# A pretty good one too." message[2] = "* That is... until they let# everyone go." message[3] = "* Said there were too many cooks# in the kitchen, wanted to focus# in." message[4] = "* Couldn't let my passion go that# easily so I hid away when they# locked up. " message[5] = "* Now I have the freedom to# experiment whenever and however# I please." message[6] = "* Though... no one is around to# witness my efforts." } npc_flag = 2 waiter = 0 break case 2: with (msg) { portrait = false sndfnt = 99 message[0] = "* Personally, I blame the# shutdown on the robotics# project, unruly things." message[1] = "* I thought I was rid of their# antics until an hour or so ago." message[2] = "* The facility powered up and# they all began to roam like# zombies back from the dead." message[3] = "* I hid here in the meantime.# Those heaps of metal are mighty# unpredictable." } npc_flag = 3 waiter = 0 break case 3: with (msg) { portrait = false sndfnt = 99 message[0] = "* I'm guessing it was you, right?# The one who turned the# generator back on?" message[1] = "* I must thank you, it isn't# ideal to live in the dark." message[2] = "* Many times I have attempted the# journey but the obstacles are# far too numerous." message[3] = "* No need to worry, though. Life# has been just fine." message[4] = "* Aside from the reserves left# behind, those white plants are# quite edible." message[5] = "* Couldn't run out of food if I# wanted to." } npc_flag = 4 waiter = 0 break case 4: with (msg) { portrait = false sndfnt = 99 message[0] = "* On your way out, feel free to# use any equipment you like." message[1] = "* While I prefer working alone..." message[2] = "* ...I can't deny that science# is best accomplished as a# collaborative effort." message[3] = "* I'm going to wait here until# the robots disperse but I wish# you luck on your travels!" } waiter = 0 break case 5: with (msg) { portrait = false sndfnt = 99 message[0] = "* What a day, what a day." message[1] = "* It seems those wily bots have# finally calmed themselves." message[2] = "* Thank goodness too, my hideout# was getting awfully cramped!" } waiter = 0 npc_flag = 6 break case 6: with (msg) { portrait = false sndfnt = 99 message[0] = "* Since the power was turned on,# all of the equipment functions# again!" message[1] = "* That means I'm free to conduct# experiments without# limitations!" message[2] = "* It has been some time since I# operated that computer over# there." message[3] = "* I had forgotten that they# programmed a game into the# mixing process." message[4] = "* Was that really necessary?" message[5] = "* My ancient eyes can barely# keep up!" } waiter = 0 npc_flag = 7 break case 7: with (msg) { portrait = false sndfnt = 99 message[0] = "* I apologize for cutting our# talk short but there is so much# to do now." message[1] = "* You'll just have to wait until# after the tests." } waiter = 0 break } }