event_inherited() if interact { scr_text() switch npc_flag { case 0: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* Look who it is!" message[1] = "* Didn't think I'd see you back# here before the boss." message[2] = "* He left on business..." message[3] = "* That's all..." message[4] = "* Yeah..." } npc_flag = 1 break case 1: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* Aight, I'll spill, you've# convinced me." message[1] = "* There's a fella who likes to# loiter ‘round here. You# might've seen ‘em." message[2] = "* Yeeaah well, we got history." message[3] = "* While back, he set up a shop.# On OUR turf." message[4] = "* The boss was STEAMIN'. Real# peeved off, ya know?" message[5] = "* But Rephil, bein' the upsittin'# citizen he is, thought# it best to strike a deal." message[6] = "* If the fella were to pay us a# mortgage, we wouldn't kick him# to the cold." message[7] = "* Sounds fair, right?" message[8] = "* Well, his little venture# didn't go so well." message[9] = "* His end of the deal wasn't# exactly kept up, so Rephil did# what had to be done." message[10] = "* ...What? You don't like our# methods?" message[11] = "* Hey, don't spend money you# don't have. All's I'm sayin'." } npc_flag = 2 break case 2: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = "* Yeah yeah, there's more to the# story." message[1] = "* So the guy still owes us big# time, right?" message[2] = "* Well we kept an eye on him for# a while as he tried these# “pop-up shop” things." message[3] = "* It was quiet. Peaceful, even.# Until recently..." message[4] = "* He seemed to be in a hurry.# Briefcase all packed and such." message[5] = "* The boss was MIGHTY# suspicious, so we set a game up# for him." message[6] = "* The ball was summoned and the# stakes were high." message[7] = "* Suddenly he shouts “LOOK! IT'S# A BIRD!” and we turn around# QUICK." message[8] = "* Turns out there actually was a# bird and it was sick." message[9] = "* BUT! " message[10] = "* In that moment, he STOLE our# Orange Ball (limited edition)# and ran!" message[11] = "* By the time Rephil noticed,# the fella was long gone." message[12] = "* Ohhh Rephil was PIPIN' mad!# Understandably." message[13] = "* So that's about where we are# now." message[14] = "* The whole thing has been a# frickin' pain." } npc_flag = 3 break case 3: with (msg) { portrait = false sndfnt = 99 talker[0] = other message[0] = string("* I'd be off searchin' with the# boss but {0} gets lonely# easily.", global.fun_swig_name) message[1] = "* What's that classic saying? Oh# yeah:" message[2] = "* \"A Shuffler never leaves a# Shuffler behind.\"" message[3] = "* That's like, rule 5." message[4] = "* Wait... " message[5] = "* The boss broke rule 5!" message[6] = "* What the hell!" } break } }