event_inherited(); if (interact) { scr_text(); is_talking = 1; with (msg) { portrait = false; switch (other.npc_flag) { case 0: message[0] = "* This whole situation is# terrible."; message[1] = "* It's too depressing to play# music now."; message[2] = "* I hope everyone's okay."; other.npc_flag += 1; break; case 1: message[0] = "* We probably should've left# with the others but Rodney# insisted we stay."; message[1] = "* Think he's in denial or# something..."; break; } } }