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gml_Object_obj_quote_battle_dummy_training_pacifist_during_Create_0

(view raw script w/o annotations or w/e)
1
text_effect = "twitchy";
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end_fight = false;
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last_text_move_select = global.last_text_move_select;
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if (last_text_move_select < 0)
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{
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    message[0] = "* Carefully aim at the#  dummy and take yer shot.";
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    message[1] = "* Don't worry, it ain't#  alive or nothin'.";
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    portrait[0] = 419;
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    portrait[1] = 419;
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    message_end = 1;
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}
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else
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{
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    var last_action_selected = global.last_action_selected;
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    if (last_action_selected == "Fight")
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    {
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        var enemy_hit = global.enemy_hit;
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        if (enemy_hit == true)
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        {
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            var hit_count = global.hit_count;
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            if (hit_count == 1)
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            {
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                message[0] = "* Mighty fine job!";
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                message[1] = "* Give it another go!";
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                portrait[0] = 417;
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                portrait[1] = 417;
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                message_end = 1;
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            }
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            else if (hit_count == 2)
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            {
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                message[0] = "* There ya go!";
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                message[1] = "* One more!";
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                portrait[0] = 417;
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                portrait[1] = 417;
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                message_end = 1;
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            }
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            else if (hit_count == 3)
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            {
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                message[0] = "* Nice shootin'!";
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                message[1] = "* I'd say ye're a natural.";
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                message[2] = "* I'm impressed, kid!";
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                portrait[0] = 417;
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                portrait[1] = 417;
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                portrait[2] = 417;
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                message_end = 2;
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                end_fight = true;
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            }
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        }
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        else
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        {
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            message[0] = "* It's alright, partner.";
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            message[1] = "* Try again!";
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            portrait[0] = 417;
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            portrait[1] = 417;
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            message_end = 1;
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        }
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    }
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    else if (last_action_selected == "Action 1 Message 0")
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    {
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        message[0] = "* Uh... actually that's#  good!";
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        message[1] = "* Intimidation of yer#  opponent can decrease#  their focus!";
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        message[2] = "* Good thinkin', Clover!";
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        portrait[0] = 417;
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        portrait[1] = 417;
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        portrait[2] = 417;
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        message_end = 2;
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    }
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    else
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    {
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        message[0] = "* Let's practice yer#  shootin' now.";
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        portrait[0] = 417;
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        message_end = 0;
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    }
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}
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message_current = 0;
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message_draw = "";
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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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portrait_enabled = true;
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portrait_image_speed = global.text_speed * global.talk_speed_starlo;
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portrait_image_index = 0;
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portrait_image_index_max = 1;
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portrait_counter = 0;
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can_talk_no_loop = false;
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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;