event_inherited() if interact { scr_text() is_talking = 1 switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 99 message[0] = "* Hehe, haaaiii!!!" message[1] = "* Are you here to bring me home??" message[2] = "* Did Mikey send you??" message[3] = "* Huh?? Huh???" message[4] = "* Doesn't matter because I won't# go!" } npc_flag = 1 break case 1: with (msg) { portrait = false sndfnt = 99 message[0] = "* This is just like Mikey!" message[1] = "* Instead of talking face to face# he sends a little weird guy to# stare at me!" } npc_flag = 2 break case 2: with (msg) { portrait = false sndfnt = 99 message[0] = "* Hehe omg!!" message[1] = "* Sorry for calling you weirdddd!" message[2] = "* I tend to bully small children# when I get moody!" message[3] = "* My b!!" } npc_flag = 3 break case 3: with (msg) { portrait = false sndfnt = 99 message[0] = "* Mikey never paid any attention# to me, you know??" message[1] = "* I wanted to teach him a big ol'# lesson!" message[2] = "* So I'm playing hard to get by# wandering into the woods and# maybe dying???" message[3] = "* I think he'd care a lot if that# happened!!" } npc_flag = 4 break case 4: with (msg) { portrait = false sndfnt = 99 message[0] = "* Standing out here in this# fridigy climate starts to get # to you!" message[1] = "* Starts to make you question# things!!" message[2] = "* Like.. who's Mikey???" } npc_flag = 5 break case 5: with (msg) { portrait = false sndfnt = 99 message[0] = "* I've never met a Mikey in my# life!" message[1] = "* Wouldn't it be funny if I did# tho???" message[2] = "* I'd like, be his gf and he'd# like, ignore me and I'd like,# wander into the woods!" } npc_flag = 6 break case 6: with (msg) { portrait = false sndfnt = 99 message[0] = "* I'm so lost, hehe!" message[1] = "* Woopsyyy!!!" } npc_flag = 7 break case 7: with (msg) { portrait = false sndfnt = 99 message[0] = "* You think there's a search# squad looking for me??" message[1] = "* Omg that would make me feel so# special!!" message[2] = "* What if they send out a# helicopter??" message[3] = "* Ah!! You prooobably don't know# what a helicopter is!!" message[4] = "* It's okay!! I won't bore you# with that forbidden knowledge!" } npc_flag = 8 break case 8: with (msg) { portrait = false sndfnt = 99 message[0] = "* This is the ninth time you've# talked to me!" message[1] = "* Fun!!!" } npc_flag = 9 break case 9: with (msg) { portrait = false sndfnt = 99 message[0] = "* I think we've made fast# friends, don't you???" message[1] = "* Wait! How fast can you run??" message[2] = "* Because I am a speed demon!!!" message[3] = "* Aww, you know what??" message[4] = "* I'd race you, but I kiiiinda# stopped believing in myself# recently!" } npc_flag = 10 break case 10: with (msg) { portrait = false sndfnt = 99 message[0] = "* Fun Wanda fact!!" message[1] = "* They don't let me in most# restaurants anymore." } npc_flag = 11 break case 11: with (msg) { portrait = false sndfnt = 99 message[0] = "* Oh shoot!!!" message[1] = "* Did I just name drop??" message[2] = "* Omgggg that's so like me!!" } npc_flag = 12 break case 12: with (msg) { portrait = false sndfnt = 99 message[0] = "* Hm! Hm!!" message[1] = "* I'm getting a Wanda Signal!!" message[2] = "* ..." message[3] = "* GASP!!!" message[4] = "* I only have one more thing I# can say to you after this!!" message[5] = "* Noooooo!!!!" message[6] = "* Well, better make it count!" } npc_flag = 13 break case 13: with (msg) { portrait = false sndfnt = 99 message[0] = "* One..." message[1] = "* Two..." message[2] = "* Three..." message[3] = "* Four..." message[4] = "* RATS!!!" message[5] = "* No one EVER TOLD ME what comes# after four!!!" message[6] = "* Lemme start over!!" } } }