event_inherited(); if (interact) { scr_text(); is_talking = true; switch (npc_flag) { case 0: with (msg) { portrait = false; sndfnt = 99; message[0] = "* I entered this cave to find# treasure but I found these# fellas instead.\t"; message[1] = "* They hopped up to me and# now... I guess we're buddies?\t"; message[2] = "* Is that how that works???\t"; message[3] = "* In any case, nice."; } npc_flag = 1; break; case 1: with (msg) { portrait = false; sndfnt = 99; message[0] = "* If there's any treasure# around, you can have it.\t"; message[1] = "* I think these funky frogs are# all I need now.\t"; message[2] = "* Oh, and my brother, I guess.# He's okay."; } npc_flag = 2; break; case 2: with (msg) { portrait = false; sndfnt = 99; message[0] = "* Sometimes, happiness is just a# couple of pals chilling in a# cave.\t"; message[1] = "* Other times, it's more# complicated.\t"; message[2] = "* Mine is definitely the former# cause I can't even spell the# word complicated! "; } npc_flag = 3; break; case 3: with (msg) { portrait = false; sndfnt = 99; message[0] = "* On your way out, say hi to my# brother for me, eh?"; } break; } }