1 |
var turns_passed = global.turns_passed; |
2 |
var enemy_low_hp = global.enemy_low_hp; |
3 |
var enemy_mode = global.enemy_mode; |
4 |
var enemy_mode_gen = global.enemy_mode_gen; |
5 |
switch (turns_passed) |
6 |
{ |
7 |
case 0: |
8 |
message[0] = "I want to see your#spirit of fire!"; |
9 |
message[1] = "One and two and-"; |
10 |
portrait[0] = 1755; |
11 |
portrait[1] = 1759; |
12 |
message_end = 1; |
13 |
break; |
14 |
case 1: |
15 |
message[0] = "Ah, that was much too#simple!"; |
16 |
message[1] = "Let us try this!"; |
17 |
portrait[0] = 1755; |
18 |
portrait[1] = 1759; |
19 |
message_end = 1; |
20 |
break; |
21 |
case 2: |
22 |
message[0] = "Come on, dance#with me!"; |
23 |
portrait[0] = 1755; |
24 |
message_end = 0; |
25 |
break; |
26 |
case 3: |
27 |
message[0] = "I am only trying#to teach!"; |
28 |
message[1] = "Follow my lead!"; |
29 |
message_end = 1; |
30 |
break; |
31 |
case 4: |
32 |
message[0] = "Ha ha!"; |
33 |
message[1] = "This is fun,#right?"; |
34 |
message_end = 1; |
35 |
break; |
36 |
case 5: |
37 |
scr_audio_fade_outscr_audio_fade_outfunction 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;
} (512, 1000); |
38 |
message[0] = "Ha..."; |
39 |
message_end = 0; |
40 |
break; |
41 |
case 6: |
42 |
message[0] = "Ha......"; |
43 |
message_end = 0; |
44 |
break; |
45 |
case 7: |
46 |
message[0] = "........."; |
47 |
message_end = 0; |
48 |
break; |
49 |
default: |
50 |
message[0] = "..."; |
51 |
portrait[0] = 1755; |
52 |
message_end = 0; |
53 |
} |
54 |
message_current = 0; |
55 |
message_draw = ""; |
56 |
increase = global.text_speed; |
57 |
characters = 0; |
58 |
hold = 0; |
59 |
message_length = string_length(message[message_current]); |
60 |
script_execute(scr_generate_text_counters); |