event_inherited() if interact { scr_text() is_talking = 1 switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 99 message[0] = "* Say, another explorer in this# neck of the caves?" message[1] = "* Pleased to meet ya!" message[2] = "* You wouldn't be in the# stone-moving business, would# you?" message[3] = "* Ha! Only kidding around!" message[4] = "* This morning, I set out on an# expedition to find new wares# for my shop." message[5] = "* Right as I passed through that# door there, it caved in!" message[6] = "* Close one, huh?" message[7] = "* Sorry universe, but you won't# do me in that easily!" message[8] = "* Wa ha ha!" } npc_flag = 1 break case 1: waiter = 1 break case 2: with (msg) { portrait = false sndfnt = 99 message[0] = "* If you're ever in Waterfall,# be sure to stop by my shop!" message[1] = "* Got plenty o'wares to sell ya!" message[2] = "* No better place your allowance# could go!" } npc_flag = 3 break case 3: with (msg) { portrait = false sndfnt = 99 message[0] = "* Oh, do you want me to say my# catchphrase as a farewell?" message[1] = "* Alright then! Ready?" message[2] = "* Let justice prevail!!!" message[3] = "* ..." message[4] = "* Or was it \"Let justice be# done\"?" message[5] = "* Could've also been \"Here comes# the hammer.\"" message[6] = "* ..." message[7] = "* What can I say? I never could# decide on my catchphrase!" message[8] = "* Wa ha ha!" } npc_flag = 4 break case 4: with (msg) { portrait = false sndfnt = 99 message[0] = "* Be careful out there, kid!" } break } } if (waiter == 1) { scr_text() with (msg) { portrait = false sndfnt = 99 message[0] = "* What's a young'n like you# doing out here anyway?" message[1] = "* Surely it wasn't to meet ol'# Gerson, was it?" message[2] = "* To hear one of my famous# stories?" message[3] = "* Surely not!" ch_msg = 3 ch[1] = "Stories?" ch[2] = "I should\ngo" if (outcome == 1) { message[4] = "* Yes! I have many great stories# of the old days." message[5] = "* Though, at this point, they're# more like legends!" message[6] = "* You see, I used to be a hero.# The Hammer of Justice!" message[7] = "* I'd go ‘round, day and night,# walloping any bad guys that# needed walloping." message[8] = "* This one time, I-" message[9] = "* I... er..." message[10] = "* I just forgot all of my# stories." message[11] = "* Wa ha ha!!" other.npc_flag = 2 other.waiter = 0 } if (outcome == 2) { message[4] = "* Hey, I would too if I could,# wa ha ha!" message[5] = "* If my memory serves, and it# usually doesn't, Mining Co. is# stationed around here." message[6] = "* They could clear this cave in# a jiff!" message[7] = "* Eh, well... the geology here# IS interesting." message[8] = "* Maybe I'll stay a while, ya# know?" message[9] = "* Take my situation as a# blessing in disguise!" other.npc_flag = 2 other.waiter = 0 } } }