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; } } }