| 1 |
var battle_enemy_name = global.battle_enemy_name; |
| 2 |
var game_mode = global.game_mode; |
| 3 |
if (game_mode == "customs") |
| 4 |
{ |
| 5 |
} |
| 6 |
else if (game_mode == "yellow") |
| 7 |
{ |
| 8 |
if (battle_enemy_name == "dalv") |
| 9 |
{ |
| 10 |
var enemy_mode = global.enemy_mode; |
| 11 |
switch (enemy_mode) |
| 12 |
{ |
| 13 |
case 0: |
| 14 |
if (global.enemy_betrayed == false) |
| 15 |
{ |
| 16 |
message[0] = "I've never been#good with words..."; |
| 17 |
message[1] = "So I'll just#say this:"; |
| 18 |
message[2] = "Sorry..."; |
| 19 |
message[3] = "To everyone."; |
| 20 |
portrait[0] = 1786; |
| 21 |
portrait[1] = 1781; |
| 22 |
portrait[2] = 1786; |
| 23 |
portrait[3] = 1764; |
| 24 |
message_end = 3; |
| 25 |
dialogue_extend = false; |
| 26 |
} |
| 27 |
break; |
| 28 |
case 1: |
| 29 |
message[0] = "I've never been#good with words..."; |
| 30 |
message[1] = "So I'll just#say this:"; |
| 31 |
message[2] = "Sorry..."; |
| 32 |
message[3] = "To everyone."; |
| 33 |
portrait[0] = 1786; |
| 34 |
portrait[1] = 1781; |
| 35 |
portrait[2] = 1786; |
| 36 |
portrait[3] = 1764; |
| 37 |
message_end = 3; |
| 38 |
dialogue_extend = false; |
| 39 |
break; |
| 40 |
} |
| 41 |
talking_script = scr_talking_dalv; |
| 42 |
} |
| 43 |
} |
| 44 |
message_current = 0; |
| 45 |
message_draw = ""; |
| 46 |
increase = global.text_speed; |
| 47 |
characters = 0; |
| 48 |
hold = 0; |
| 49 |
message_length = string_length(message[message_current]); |
| 50 |
script_execute(scr_generate_text_counters); |