event_inherited() if (interact == 1 && waiter == 0) waiter = 1 if (waiter == 1) { scr_text() switch npc_flag { case 0: with (msg) { talker[0] = other message[0] = "* Yo, how are'ya?" message[1] = "* Wait, are you from the Wild# East? That's hilarious!" message[2] = "* Say \"howdy!\" Come on, DO IT!" ch_msg = 2 ch[1] = "Howdy!" ch[2] = "No way" if (outcome == 1) { message[3] = "* PFFT! I LOVE IT!" message[4] = "* What, you thought I was making# fun of you?" message[5] = "* Ha, no way! You're the most# fun group of monsters around# here." message[6] = "* Plus, you have a saloon." message[7] = "* ...What? I like the food# there, that's all." } if (outcome == 2) { message[3] = "* BOOOO!" message[4] = "* No real member of the Wild# East would pass up a \"howdy.\"" message[5] = "* You definitely don't get human# culture." } if (outcome != 0) { other.npc_flag += 1 other.waiter = 0 } } break case 1: with (msg) { talker[0] = other message[0] = "* Have you met my sisters?# They're kinda annoying." message[1] = "* Pedla's like, WAY too happy# all the time." message[2] = "* Just be normal and fake your# happiness, like me!" message[3] = "* And Violetta? I'm not sure." message[4] = "* I think all she needs is to# find love or something." message[5] = "* Like, get out there, girl!" } npc_flag += 1 waiter = 0 break case 2: with (msg) { talker[0] = other message[0] = "* I got work to do so I'll see# ya." message[1] = "* Remember to eat your veggies,# stay hydrated, and say \"howdy\"# more often." message[2] = "* That's very important." } waiter = 0 break } }