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; } }