event_inherited() if (interact == true) { scr_text() switch npc_flag { case 0: with (msg) { talker[0] = other.object_index message[0] = "* Leave me alone. I've had# ENOUGH of this town." message[1] = "* I swear, no one here really# gets me. " message[2] = "* No, they don't UNDERSTAND the# level I'm at." message[3] = "* I can stare at someone and# they'll feel true fear." message[4] = "* Well... not everyone..." } npc_flag++ break case 1: with (msg) { talker[0] = other.object_index message[0] = "* \"If you think you're so tough,# why don't you prove it\" he# said." message[1] = "* Alright yeah, maybe I# misjudged how strong a left# hook to the cheek could be." message[2] = "* Yeah, maybe I should've taken# on someone smaller, but it's# all part of my plan." message[3] = "* I wasn't even using all my# power... " } npc_flag++ break case 2: with (msg) { talker[0] = other.object_index message[0] = "* Big red guy... and his dumb,# stupid, little hat..." message[1] = "* Trust me, if i had landed the# first hit things would've ended# MUCH differently." message[2] = "* He got lucky..." } npc_flag++ break case 3: with (msg) message[0] = "* Go away." break } }