event_inherited(); if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Howdy..."; message[1] = "* You got any of that..."; message[2] = "* Any of that good catnip?"; message[3] = "* I've been dying to try some..."; message[4] = "* ...IS WHAT I WOULD SAY IF I# WERE A DIRTY BANDIT!!"; message[5] = "* Nyahaha! You were almost# tricked!"; message[6] = "* I coulda caught'cha and turned# you in to the Feisty Five!"; message[7] = "* Nyahaha! Be more careful,# partner!"; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; message[0] = "* The fact you didn't fall for my# trap is pretty neato."; message[1] = "* Maybe you'll fit in 'round here# better than I thought."; message[2] = "* Unless you're a bandit in# disguise???"; message[3] = "* Nyahaha! I'm only joshin',# partner!"; } npc_flag = 2; break; case 2: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Ain't no place like the Wild# East, I'll tell ya that!"; } break; } }