event_inherited() if interact { scr_text() is_talking = 1 with (msg) { switch other.npc_flag { case 0: message[0] = "* Ah, it is you!" message[1] = "* Welcome to my club!" message[2] = "* I am glad I remembered to put# you on the guest list!" message[3] = "* Now, join us in a dance, will# you?" other.npc_flag++ break case 1: message[0] = "* Oh right, I forgot you are not# big on dancing." message[1] = "* More of a Sentinel of Silence,# right?" message[2] = "* Funny history I have with those# folk." message[3] = "* We all used to live on the top# floor of UG Apartments north of# here." message[4] = "* Our side of the hall wanted to# be bold! High energy!" message[5] = "* While the other preferred the# deafening sound of silence." message[6] = "* We feuded over the SVL for# weeks! The Standard Volume# Level, that is." message[7] = "* Long story short, we all were# kicked out, haha!" message[8] = "* Gone our separate ways now,# free to chase any comfort we# choose." message[9] = "* I sometimes wonder what that# bat got up to? Probably lives# in some Snowdin cave." other.npc_flag++ break case 2: message[0] = "* If I were you, I would let# loose and dance with us!" message[1] = "* One never knows when they dance# their last!" break } } }