Here is the code.
mob/NPC/NamekMan
icon = 'NPCs.dmi'
icon_state = "Namek1"
verb
Talk()
set src in oview(2)
switch(alert("Would you like to enter the world?", ,"Yes","No"))
if("Yes")
switch(alert("What kind of hair would you like?", ,"Goku","Bald"))
if("Goku")
usr.overlays += 'Hair-Goku.dmi'
usr.loc = locate(3,3,1)
else
usr <<"Ok. good choice. Who needs hair?"
usr.loc = locate(3,3,1)
if("No")
alert("Fine. Your choice. Come back when you are ready to go.")
mob/NPC/Human
icon = 'NPCs.dmi'
icon_state = "Human1"
verb
Talk()
set src in oview(2)
switch(alert("Would you like to learn about fighting?", ,"Yes","No"))
if("Yes")
switch(alert("Here is what you need to know. In order to fight, you must have an enemy, for one. For two, you must be in a fighting stance. For three, You must be confident. If you dont know your enemy's PL, go into battle confident. Dont go in, hit and run. Fight to the death. You will earn Fighter Respect like this. Talk to the Buu in the white to learn more about Fighter Respect."))
if("No")
switch(alert("You will need to learn sooner or later."))
When you see if("NO") on the NPC Huma, it now says EXPECTED IF OR ELSE. When I change it to ELSE, it says the same thing.
Note that thsi is completely untested. And i have absolutely NO CLUE why you had switch(alert("")) after the yes and no things.
:Final Comment:
UGH, to many damn DBZ GAMES! MAKE EM' STOP!!!!