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gml_Object_obj_quote_battle_el_bailador_g_Create_0

(view raw script w/o annotations or w/e)
1
var turns_passed = global.turns_passed;
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var enemy_low_hp = global.enemy_low_hp;
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var enemy_mode = global.enemy_mode;
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var enemy_mode_gen = global.enemy_mode_gen;
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switch (turns_passed)
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{
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    case 0:
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        message[0] = "I want to see your#spirit of fire!";
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        message[1] = "One and two and-";
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        portrait[0] = 1755;
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        portrait[1] = 1759;
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        message_end = 1;
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        break;
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    case 1:
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        message[0] = "Ah, that was much too#simple!";
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        message[1] = "Let us try this!";
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        portrait[0] = 1755;
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        portrait[1] = 1759;
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        message_end = 1;
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        break;
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    case 2:
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        message[0] = "Come on, dance#with me!";
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        portrait[0] = 1755;
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        message_end = 0;
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        break;
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    case 3:
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        message[0] = "I am only trying#to teach!";
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        message[1] = "Follow my lead!";
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        message_end = 1;
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        break;
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    case 4:
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        message[0] = "Ha ha!";
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        message[1] = "This is fun,#right?";
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        message_end = 1;
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        break;
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    case 5:
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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; }
(512, 1000);
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        message[0] = "Ha...";
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        message_end = 0;
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        break;
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    case 6:
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        message[0] = "Ha......";
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        message_end = 0;
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        break;
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    case 7:
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        message[0] = ".........";
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        message_end = 0;
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        break;
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    default:
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        message[0] = "...";
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        portrait[0] = 1755;
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        message_end = 0;
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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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script_execute(scr_generate_text_counters);