event_inherited(); if (interact) { scr_text(); switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; talker[0] = other; message[0] = "* I was called over to break# down this large boulder but..."; message[1] = "* Man, it looks real tiring."; message[2] = "* It'll probably be a while# before anyone can enter."; message[3] = "* ...Mostly because I don't# wanna start."; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; talker[0] = other; message[0] = "* As I said, this could take a# while."; message[1] = "* Just the journey to get here# took all my energy."; message[2] = "* Patience, buddy."; } break; } }