event_inherited(); if (interact == 1) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { message[0] = "* I wish those miners would've# told me about the boulder# problem."; message[1] = "* I coulda charged right through# 'em, breaking into a million# bits!"; message[2] = "* Uh-breaking THEM into a# million bits. Not me. Ahem."; } npc_flag += 1; break; case 1: with (msg) { message[0] = "* I've learned a lot from being# a clean boy."; message[1] = "* Mostly how absolutely# disgusting the Dunes are."; message[2] = "* I mean, everything's covered# in sand!"; message[3] = "* Whoever built that giant fan# needs to build a giant vacuum."; } npc_flag += 1; break; case 2: with (msg) { message[0] = "* You're lucky that bandana# you're wearing isn't red."; message[1] = "* We'd probably have issues,# haha!"; } npc_flag += 1; break; case 3: with (msg) message[0] = "* Never forget to sparkle out# there!"; break; } }