event_inherited() depth = -140 if interact { scr_text() is_talking = 1 switch npc_flag { case 0: with (msg) { message[0] = "* I remember this game working# more efficiently in the past." message[1] = "* The air pressure seems to have# been tampered with or something." message[2] = "* Considering this table doubles# as the AC, that ain't good news." } npc_flag = 1 break case 1: with (msg) { message[0] = "* This is the only place that# keeps up on modern trends# in the Dunes." message[1] = "* How do monsters live without# good ol' electricity?" message[2] = "* Especially those Wild East# folk!" message[3] = "* That life ain't for me." } npc_flag = 2 break case 2: with (msg) { message[0] = "* By the way, I've heard talks# of reforesting the Dunes# lately." message[1] = "* I don't know how but# I'm rootin' for it!" } break } }