event_inherited(); if (interact) { scr_text(); switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; talker[0] = other; message[0] = "* Man, I don't know what's goin'# on these days."; message[1] = "* Debt... Drama..."; message[2] = "* When did this gang get so# serious?"; message[3] = "* Frankly..."; message[4] = "* I liked it when we just played# shuffle games with the# residents."; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; talker[0] = other; message[0] = "* You wanna know my real dream?"; message[1] = "* Bein' a bodyguard!"; message[2] = "* For someone of status, of# course."; message[3] = "* Keepin' watch while they carry# out business... That sounds fun."; message[4] = "* I know I'd be a pro at it# since I've been practicin' my# pivot."; message[5] = "* No one could ever sneak by# without my blinkers catchin'# 'em!"; } npc_flag = 2; break; case 2: with (msg) { portrait = false; sndfnt = 99; talker[0] = other; message[0] = "* Don't worry about us."; message[1] = "* Best to leave this type-a# business to the Shufflers."; message[2] = "* Yeah, Shufflers."; message[3] = "* ..."; message[4] = "* Wait..."; } break; } }