1 |
text_effect = "twitchy" |
2 |
attack = false |
3 |
scene = -2 |
4 |
cutscene_timer = 0 |
5 |
skippable = true |
6 |
message_adv = false |
7 |
obj_quote_bubble_battle.visible = 0 |
8 |
switch global.attack_cycle |
9 |
{ |
10 |
case 5: |
11 |
message[0] = "HoW L0NG ARE wE#GOInG TO DO#THIS?" |
12 |
message_end = 0 |
13 |
break |
14 |
case 6: |
15 |
message[0] = "I DID nOT THiNK#BOTS COuLD GET#TIR3D." |
16 |
message[1] = "BUT HeRE I AM.#TIRED AS [heck]." |
17 |
message_end = 1 |
18 |
break |
19 |
case 7: |
20 |
message[0] = "STILL_ GoiNG,. ." |
21 |
message_end = 0 |
22 |
break |
23 |
case 8: |
24 |
message[0] = "\"hey axis please#do another sick#attack.\"" |
25 |
message[1] = "OK BuT JUST#BEC4USE Y0U ASKED#NIcELY." |
26 |
message_end = 1 |
27 |
break |
28 |
case 9: |
29 |
message[0] = "OK." |
30 |
message[1] = "OK. .. ." |
31 |
message[2] = "LET M3 CATCH#mY STEAM." |
32 |
message[3] = ". . ." |
33 |
message[4] = "I THINK. ." |
34 |
message[5] = "IT is TIME#FOR A BrEAK..#. . ." |
35 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out
{
var snd = argument0
var fade_len = argument1
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len)
if instance_exists(obj_audio_fade_helper)
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd
} (global.battle_music, 1000) |
36 |
message_end = 5 |
37 |
break |
38 |
} |
39 |
|
40 |
message_current = 0 |
41 |
message_draw = "" |
42 |
draw_enabled = true |
43 |
increase = global.text_speed |
44 |
characters = 0 |
45 |
hold = 0 |
46 |
message_length = string_length(message[message_current]) |
47 |
global.image_alpha_enemy_attacking_immunity = true |
48 |
script_execute(gml_Script_scr_generate_text_counters) |
49 |
circle_text_angle = global.circle_text_angle_default |
50 |
circle_text_angle_direction = 1 |
51 |
draw_alpha_white = 0 |
52 |
draw_white_circle = false |