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gml_Object_obj_quote_battle_guardener_Create_0

(view raw script w/o annotations or w/e)
1
if (live_call())
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    return global.live_result;
3
text_effect = "twitchy";
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attack = false;
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scene = 0;
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cutscene_timer = 0;
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skippable = true;
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message_adv = false;
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if (global.turns_passed > 16)
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    global.turns_passed = 16;
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var turns_passed = global.turns_passed;
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enemy_talker = 0;
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voice_pitch = 0.25;
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if (global.enemy_sparing)
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{
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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; }
(37, 1000);
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    message[0] = "WAIT-";
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    message[1] = "YOU- Y0U / _I. ..";
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    message[2] = "[>/0FFENSE LEVEL#LOWERED_]";
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    message[3] = ". . .";
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    message[4] = "OH. ";
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    message[5] = "WHAT HAPPENED?";
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    message[6] = "THERE S_SEEMS TO#BE A GAP IN MY#MEMORY CORE.";
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    message[7] = "I AM SORRY.";
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    message_end = 7;
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    global.enemy_mode = 2;
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    global.action_amount = 0;
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}
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else
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{
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    switch (turns_passed)
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    {
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        case 0:
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            message[0] = "I HAVE#INCAPACITATED#YOUR OPTIONS.";
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            message[1] = "I ASK YOU#COOPERATE WITH#ME.";
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            message_end = 1;
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            break;
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        case 1:
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            message[0] = "ACCEPT YOUR#OFFENSE,#TRAMPLER.";
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            message_end = 0;
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            break;
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        case 2:
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            message[0] = "YOU MUST LEARN#THAT PLANTLIFE#IS IMPORTANT.";
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            message[1] = "MORE IMPORTANT_#THA;N#Y0U. /";
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            message_end = 1;
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            break;
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        case 3:
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            message[0] = "IF YOU DO NOT#YIELD, I WILL#CALL FOR BACKUP.";
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            message_end = 0;
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            break;
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        case 4:
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            message[0] = "YOU ARE A#HANDFUL. ";
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            message[1] = "I AM GOING TO#COUNT TO 3.";
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            message_end = 1;
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            break;
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        case 5:
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            message[0] = "1...";
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            message_end = 0;
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            break;
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        case 6:
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            message[0] = "2...";
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            message[1] = "NOT BLUFFING.";
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            message_end = 1;
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            break;
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        case 7:
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            message[0] = "3.";
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            message[1] = "[CALLING BACKUP_]";
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            message[2] = "you called#for help,#guardener?";
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            message[3] = "CORRECT.";
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            message[4] = "THIS TRAMPLER DOES#NOT VALUE THE#GREENHOUSE.";
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            message[5] = "what is#the offense#level, miss?";
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            message[6] = "10 - TERMINATION.";
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            message[7] = "level 10!?";
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            message[8] = "i mean, of#course!";
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            message[9] = "we are#sorry,#offender.";
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            message[10] = "guardener#says you#deserve#termination.";
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            message[11] = "THEY KNOW.";
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            message[12] = "sooo...  ";
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            message[13] = "ATTACK.   ";
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            message[14] = "right.";
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            enemy_talker = [0, 0, 1, 0, 0, 2, 0, 1, 1, 2, 2, 0, 1, 0, 1];
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            message_end = 14;
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            break;
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        case 8:
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            message[0] = "_KEEP IT UP_<";
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            message_end = 0;
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            break;
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        case 9:
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            message[0] = "PLEASE/ STAY IN#Y0UR_CONFINES !";
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            message_end = 0;
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            break;
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        case 10:
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            message[0] = "CLEVERLY DONE.";
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            message[1] = "YOU HAVE GAINED#MY RESPECT.";
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            message[2] = "BUT YOU HAVE#NOT GAINED#MY MERCY.";
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            message[3] = "BOTS,#_ATTACK.";
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            message_end = 3;
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            break;
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        case 11:
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            message[0] = "JUST YOU #AND I AGAIN.";
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            message[1] = "IT IS TOO BAD#I CANNOT GROW#TIRED.";
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            message[2] = "FOR YOU,#THAT IS.";
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            message_end = 2;
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            break;
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        case 12:
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            message[0] = "i'm here#for the#attack!    ";
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            message[1] = "OH. YOU#MISSED IT.";
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            message[2] = "seriously?#maaan.";
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            message[3] = "HEY, IT#IS OK.";
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            message[4] = "HERE, A FLOWER#TO CHEER#YOU UP.";
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            message[5] = "yoo #thanks";
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            message[6] = "mind if i#attack a#little?";
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            message[7] = "BY ALL#MEANS.";
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            enemy_talker = [1, 0, 1, 0, 0, 1, 1, 0];
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            message_end = 7;
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            break;
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        case 13:
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            message[0] = "STILL#STANDING?";
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            message[1] = "YOU ARE#RATHER UPSETTING.";
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            message_end = 1;
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            break;
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        case 14:
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            message[0] = "JUST WAIT UNTIL#MY CREATOR HEARS#ABOUT THIS.";
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            message[1] = "YOU WILL GET#A LONG LECTURE.";
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            message[2] = "A LECTURE MORE#PAINFUL THAN#ANYTHING I AM#DOING.";
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            message[3] = "TRUE TORTURE.";
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            message_end = 3;
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            break;
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        case 15:
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            message[0] = "AFTER THAT, THE#HEAD OFFICE WILL#GIVE YOU AN AWARD:";
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            message[1] = "\"EXCELLENCE IN#RUINING#GUARDENER'S DAY\"";
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            message[2] = "DESERVED.";
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            message_end = 2;
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            break;
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        case 16:
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            message[0] = "[GIVE_IN, #0_ALREADY// . ..";
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            message_end = 0;
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            break;
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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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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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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;