event_inherited(); if (interact) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { message[0] = "* I was locked up for usin' my# cell phone in the saloon.\t"; message[1] = "* Dina said it was against Wild# East policy.\t"; message[2] = "* Fair enough, but North Star# has a freakin' TV in his# house!!!"; } npc_flag += 1; break; case 1: with (msg) { message[0] = "* Oh, the gun? They let me keep# it.\t"; message[1] = "* It's only a model after all...# mmhmm..."; } npc_flag += 1; break; case 2: with (msg) { message[0] = "* How often do you think they# clean these cells?\t"; message[1] = "* This one has a few too many# feathers lyin' around for my# likin'.\t"; message[2] = "* And the wall... There's a# patch of moss with a bite out# of it.\t"; message[3] = "* Weird..."; } npc_flag += 1; break; case 3: with (msg) { message[0] = "* Don't worry about me.\t"; message[1] = "* I'm gonna sell my bank account# for bail.\t"; message[2] = "* Wish me luck!"; } break; } }