event_inherited(); if (interact == 1) { scr_text(); is_talking = 1; switch (npc_flag) { case 0: with (msg) { message[0] = "* Why hello! Hope you're having# a glorious day!"; message[1] = "* I'd give you a flower but# those are in low supply around# here."; message[2] = "* I hope a friendly smile# suffices!"; } npc_flag += 1; break; case 1: with (msg) { message[0] = "* Honestly, the Dunes are not# the best place for my sisters# and I."; message[1] = "* But I feel an obligation to be# here. You know, to help grow# the ecosystem."; message[2] = "* One day, we'll return this# place to its former glory!# Mmhm!"; } npc_flag += 1; break; case 2: with (msg) { message[0] = "* I've heard rumors about an# abandoned greenhouse FILLED# with flowers."; message[1] = "* Not sure how or why such a# thing would exist but I really# wanna see it!"; } npc_flag += 1; break; case 3: with (msg) { message[0] = "* Remember to give flowers lots# of love and attention!"; message[1] = "* They are alive and can teach# you many things!"; } break; } }