event_inherited(); if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Neigh!! Neigh!!!"; message[1] = "* Neigh I say!"; message[2] = "* For I am a horse, each and# every day!"; message[3] = "* I crunch upon carrots and munch# upon hay,"; message[4] = "* But a shy horse I am, so please# go away!"; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Sorry, I only had time to write# one jingle."; message[1] = "* It took me all night."; message[2] = "* Maybe I'll think of another# soon."; message[3] = "* ..."; message[4] = "* That last line wasn't a joke,# by the way."; message[5] = "* Being a horse is my only form# of true expression."; } npc_flag = 2; break; case 2: with (msg) { portrait = false; sndfnt = 99; message[0] = "* NeeeiGH!!!!"; } break; } } depth = -9999;