event_inherited(); if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Now Charles, I know you've had# a long day but..."; message[1] = "* If the dishes in the sink# aren't done, we can't eat# dinner!"; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Don't even think about heating# up a TV dinner instead."; message[1] = "* Those do not have the# nutrition my hubby needs to get# big and strong!"; } npc_flag = 2; break; case 2: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Oh my! We've been quarreling# so long, it's way past dinner# time now!"; message[1] = "* I suppose we'll have to invent# a fourth meal of the day."; message[2] = "* Schminner!"; message[3] = "* Oh I love the sound of that# already! Schminner time!"; } npc_flag = 3; break; case 3: with (msg) { portrait = false; sndfnt = 99; message[0] = "* I ought to go into# entrepreneurship, don't you# think Charles?"; message[1] = "* I'll invent many useful# things, like a new attitude for# you!"; } } }