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gml_Object_obj_quote_defeat_Create_0

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var battle_enemy_name = global.battle_enemy_name;
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var game_mode = global.game_mode;
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if (game_mode == "customs")
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{
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    if (battle_enemy_name == "craniex")
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    {
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        if (global.enemy_betrayed == true)
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        {
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            message[0] = "And after I thought#you were the perfect#student...";
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            message[1] = "You turn around and#trick me.";
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            message[2] = "You may not have#failed class...";
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            message[3] = "...but you've failed#at life.";
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            message_end = 3;
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            dialogue_extend = false;
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        }
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        else
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        {
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            message[0] = "I thought that the#pen was mightier#than the sword...";
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            message_end = 0;
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            dialogue_extend = false;
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        }
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        talking_script = scr_talking_craniex;
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    }
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    else if (battle_enemy_name == "ms mettaton")
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    {
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        message[0] = "Like, totally not#cool!";
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        message[1] = "Now Alphys will never#appreciate me...";
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        message_end = 1;
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        dialogue_extend = false;
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        talking_script = scr_talking_mettaton;
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    }
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}
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else if (game_mode == "yellow")
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{
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    if (battle_enemy_name == "dalv")
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    {
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        var enemy_mode = global.enemy_mode;
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        switch (enemy_mode)
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        {
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            case 0:
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                if (global.enemy_betrayed == true)
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                {
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                    message[0] = "Last time I#checked...";
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                    message[1] = "Friends didn't#do that.";
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                    message[2] = "...";
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                    message[3] = "Looks like my#assumption was...#correct.";
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                    message[4] = "This was all an#act to finish me#off.";
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                    message[5] = "I should've kept#my guard up but...";
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                    message[6] = "I guess in the#back of my mind#I was hoping...";
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                    message[7] = "...Wishing, that#finally...";
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                    message[8] = "Someone came along#to pull me out#of my sorrow.";
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                    message[9] = "But... ";
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                    message[10] = "Happiness has always#been wishful thinking#down here.";
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                    message[11] = "...";
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                    message[12] = "I would've been#a good friend.";
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                    message[13] = "I would've.";
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                    portrait[0] = 1777;
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                    portrait[1] = 1784;
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                    portrait[2] = 1778;
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                    portrait[3] = 1777;
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                    portrait[4] = 1782;
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                    portrait[5] = 1782;
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                    portrait[6] = 1777;
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                    portrait[7] = 1784;
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                    portrait[8] = 1786;
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                    portrait[9] = 1781;
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                    portrait[10] = 1777;
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                    portrait[11] = 1784;
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                    portrait[12] = 1778;
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                    portrait[13] = 1777;
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                    message_end = 13;
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                    dialogue_extend = false;
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                }
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                else
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                {
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                    message[0] = "This isn't fair...";
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                    message[1] = "I'm supposed to#get to say my#last goodbyes...";
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                    message[2] = "But... I don't#have anyone to#say goodbye to...";
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                    message[3] = "...";
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                    message[4] = "It's hard to#admit, but I...";
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                    message[5] = "...I guess I've#been lying to#myself for a#while.";
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                    message[6] = "It did get#lonely down here.";
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                    portrait[0] = 1784;
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                    portrait[1] = 1784;
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                    portrait[2] = 1782;
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                    portrait[3] = 1786;
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                    portrait[4] = 1781;
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                    portrait[5] = 1786;
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                    portrait[6] = 1764;
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                    message_end = 6;
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                    dialogue_extend = true;
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                }
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                break;
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            case 1:
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                message[0] = "This isn't fair...";
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                message[1] = "I'm supposed to#get to say my#last goodbyes...";
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                message[2] = "But... I don't#have anyone to#say goodbye to...";
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                message[3] = "...";
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                message[4] = "It's hard to#admit, but I...";
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                message[5] = "...I guess I've#been lying to#myself for a#while.";
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                message[6] = "It did get#lonely down here.";
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                portrait[0] = 1784;
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                portrait[1] = 1784;
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                portrait[2] = 1782;
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                portrait[3] = 1786;
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                portrait[4] = 1781;
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                portrait[5] = 1786;
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                portrait[6] = 1764;
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                message_end = 6;
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                dialogue_extend = true;
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                break;
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            case 2:
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                message[0] = "I...";
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                message[1] = "I think I believe#you're real now.";
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                message[2] = "Heh...";
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                message[3] = "I have grown awfully#tired but...";
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                message[4] = "If I sleep, then wake#up... this won't be#undone.";
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                message[5] = "So maybe...";
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                message[6] = "Maybe I...";
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                message[7] = "...Just won't wake up.";
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                portrait[0] = 1777;
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                portrait[1] = 1784;
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                portrait[2] = 1787;
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                portrait[3] = 1787;
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                portrait[4] = 1777;
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                portrait[5] = 1782;
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                portrait[6] = 1777;
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                portrait[7] = 1778;
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                message_end = 7;
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                dialogue_extend = false;
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                break;
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        }
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        talking_script = scr_talking_dalv;
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    }
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    else if (battle_enemy_name == "martlet genocide")
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    {
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        message[0] = "Oh! Ow! How are you#so strong?!";
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        message[1] = "Why did I let my#guard down?...";
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        message[2] = "I-I can't do this#alone!";
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        message[3] = "I need to alert#the other Guards...";
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        message[4] = "Please stay right#here!";
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        portrait_head[0] = 3475;
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        portrait_hand[0] = 2058;
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        portrait_head[1] = 1610;
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        portrait_hand[1] = 2058;
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        portrait_head[2] = 3475;
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        portrait_hand[2] = 2058;
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        portrait_head[3] = 2087;
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        portrait_hand[3] = 2058;
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        portrait_head[4] = 2087;
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        portrait_hand[4] = 2058;
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        message_end = 5;
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        dialogue_extend = false;
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        talking_script = scr_talking_martlet;
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    }
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    else if (battle_enemy_name == "el bailador")
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    {
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        message[0] = "Huff... huff...";
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        message[1] = "Oh...";
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        message[2] = "I truly did not notice#you were fighting me#until this moment.";
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        message[3] = "Perhaps... I upset#you?";
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        message[4] = "I deeply apologize if#so...";
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        message[5] = "...";
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        message[6] = "I am beaten up pretty#badly, huh?";
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        message[7] = "Well...";
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        message[8] = "I suppose it is my#time to go.";
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        message[9] = "This is quite sudden,#but...";
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        message[10] = "At least I was able to#dance for the world#one last time.";
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        message[11] = "I did have fun...";
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        message[12] = "The power of dance is#a wonderful thing...";
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        portrait_head[0] = 328;
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        portrait_head[1] = 328;
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        portrait_head[2] = 328;
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        portrait_head[3] = 328;
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        portrait_head[4] = 328;
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        portrait_head[5] = 328;
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        portrait_head[6] = 328;
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        portrait_head[7] = 328;
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        portrait_head[8] = 328;
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        portrait_head[9] = 328;
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        portrait_head[10] = 328;
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        portrait_head[11] = 328;
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        portrait_head[12] = 328;
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        message_end = 12;
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        dialogue_extend = false;
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        talking_script = scr_talking_enemy;
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    }
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    else if (battle_enemy_name == "starlo")
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    {
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        message[0] = "* Ah...";
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        message[1] = "* Guess I had this coming.";
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        message[2] = "* If only I wore my safety#goggles, heh...";
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        message[3] = "* ...";
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        message[4] = "* I...";
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        message[5] = "* I can't lie...";
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        message[6] = "* I'm not ready...";
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        message[7] = "* ...";
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        message[8] = "* Let my parents know...";
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        message[9] = "* ...I'll be away for a while.";
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        message[10] = "* See you around, kid.";
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        portrait_head[0] = 2124;
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        portrait_head[1] = 2124;
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        portrait_head[2] = 2124;
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        portrait_head[3] = 2124;
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        portrait_head[4] = 2125;
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        portrait_head[5] = 2125;
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        portrait_head[6] = 2125;
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        portrait_head[7] = 2125;
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        portrait_head[8] = 2125;
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        portrait_head[9] = 2126;
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        portrait_head[10] = 2126;
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        message_end = 10;
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        dialogue_extend = false;
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        talking_script = scr_talking_enemy;
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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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script_execute(scr_generate_text_counters);