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gml_Object_obj_quote_battle_axis_neutral_geno_end_Create_0

(view raw script w/o annotations or w/e)
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text_effect = "twitchy";
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attack = false;
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scene = -2;
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cutscene_timer = 0;
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skippable = true;
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message_adv = false;
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obj_quote_bubble_battle.visible = 0;
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switch (global.attack_cycle)
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{
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    case 5:
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        message[0] = "HoW L0NG ARE wE#GOInG TO DO#THIS?";
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        message_end = 0;
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        break;
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    case 6:
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        message[0] = "I DID nOT THiNK#BOTS COuLD GET#TIR3D.";
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        message[1] = "BUT HeRE I AM.#TIRED AS [heck].";
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        message_end = 1;
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        break;
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    case 7:
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        message[0] = "STILL_ GoiNG,. .";
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        message_end = 0;
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        break;
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    case 8:
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        message[0] = "\"hey axis please#do another sick#attack.\"";
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        message[1] = "OK BuT JUST#BEC4USE Y0U ASKED#NIcELY.";
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        message_end = 1;
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        break;
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    case 9:
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        message[0] = "OK.";
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        message[1] = "OK. .. .";
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        message[2] = "LET M3 CATCH#mY STEAM.";
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        message[3] = ". . .";
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        message[4] = "I THINK. .";
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        message[5] = "IT is TIME#FOR A BrEAK..#. . .";
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        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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);
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        message_end = 5;
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        break;
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}
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message_current = 0;
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message_draw = "";
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draw_enabled = true;
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increase = global.text_speed;
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characters = 0;
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hold = 0;
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message_length = string_length(message[message_current]);
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global.image_alpha_enemy_attacking_immunity = true;
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script_execute(scr_generate_text_counters);
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circle_text_angle = global.circle_text_angle_default;
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circle_text_angle_direction = 1;
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draw_alpha_white = 0;
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draw_white_circle = false;