event_inherited(); if (interact) { if (global.party_member != -4) { scr_text(); with (msg) { sndfnt = 102; message[0] = "* (We need to stay# focused.)"; message[1] = "* (Let's not bother the# townsfolk with our# problems.)"; prt[0] = 321; prt[1] = 338; } exit; } scr_text(); is_talking = true; switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Gotta beat this heat."; message[1] = "* I'm losin' it."; } npc_flag += 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Mirrages, man..."; message[1] = "* Can't trust your eyes out# here."; } npc_flag += 1; break; case 2: with (msg) { message[0] = "* Stay away from precarious# paths."; message[1] = "* You'll just turn up back where# you started, for real."; } npc_flag += 1; break; case 3: with (msg) message[0] = "* Gotta beat this heat."; break; } }