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Perhaps the boss conversation was a bit more complicated than I remembered. The other 14 conversations, however, are really simple. The first thing has to happen is a way to handle starting all these conversations. This is fairly simple, as all that needs to be done is to assign every character in the cubicle maze a separate tile number. When the player tries to enter a tile, the conversation is started. This is handled by one very large switch statement.

The separate face frames each have a small bit of code to set up the conversation dialog. This code is as follows:

Finally, the conversationEnded function is simply this:

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