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; } }