1 |
var battle_enemy_name = global.battle_enemy_name; |
2 |
var game_mode = global.game_mode; |
3 |
if (game_mode == "customs") |
4 |
{ |
5 |
if (battle_enemy_name == "craniex") |
6 |
{ |
7 |
if (global.enemy_betrayed == true) |
8 |
{ |
9 |
message[0] = "And after I thought#you were the perfect#student..."; |
10 |
message[1] = "You turn around and#trick me."; |
11 |
message[2] = "You may not have#failed class..."; |
12 |
message[3] = "...but you've failed#at life."; |
13 |
message_end = 3; |
14 |
dialogue_extend = false; |
15 |
} |
16 |
else |
17 |
{ |
18 |
message[0] = "I thought that the#pen was mightier#than the sword..."; |
19 |
message_end = 0; |
20 |
dialogue_extend = false; |
21 |
} |
22 |
talking_script = scr_talking_craniex; |
23 |
} |
24 |
else if (battle_enemy_name == "ms mettaton") |
25 |
{ |
26 |
message[0] = "Like, totally not#cool!"; |
27 |
message[1] = "Now Alphys will never#appreciate me..."; |
28 |
message_end = 1; |
29 |
dialogue_extend = false; |
30 |
talking_script = scr_talking_mettaton; |
31 |
} |
32 |
} |
33 |
else if (game_mode == "yellow") |
34 |
{ |
35 |
if (battle_enemy_name == "dalv") |
36 |
{ |
37 |
var enemy_mode = global.enemy_mode; |
38 |
switch (enemy_mode) |
39 |
{ |
40 |
case 0: |
41 |
if (global.enemy_betrayed == true) |
42 |
{ |
43 |
message[0] = "Last time I#checked..."; |
44 |
message[1] = "Friends didn't#do that."; |
45 |
message[2] = "..."; |
46 |
message[3] = "Looks like my#assumption was...#correct."; |
47 |
message[4] = "This was all an#act to finish me#off."; |
48 |
message[5] = "I should've kept#my guard up but..."; |
49 |
message[6] = "I guess in the#back of my mind#I was hoping..."; |
50 |
message[7] = "...Wishing, that#finally..."; |
51 |
message[8] = "Someone came along#to pull me out#of my sorrow."; |
52 |
message[9] = "But... "; |
53 |
message[10] = "Happiness has always#been wishful thinking#down here."; |
54 |
message[11] = "..."; |
55 |
message[12] = "I would've been#a good friend."; |
56 |
message[13] = "I would've."; |
57 |
portrait[0] = 1777; |
58 |
portrait[1] = 1784; |
59 |
portrait[2] = 1778; |
60 |
portrait[3] = 1777; |
61 |
portrait[4] = 1782; |
62 |
portrait[5] = 1782; |
63 |
portrait[6] = 1777; |
64 |
portrait[7] = 1784; |
65 |
portrait[8] = 1786; |
66 |
portrait[9] = 1781; |
67 |
portrait[10] = 1777; |
68 |
portrait[11] = 1784; |
69 |
portrait[12] = 1778; |
70 |
portrait[13] = 1777; |
71 |
message_end = 13; |
72 |
dialogue_extend = false; |
73 |
} |
74 |
else |
75 |
{ |
76 |
message[0] = "This isn't fair..."; |
77 |
message[1] = "I'm supposed to#get to say my#last goodbyes..."; |
78 |
message[2] = "But... I don't#have anyone to#say goodbye to..."; |
79 |
message[3] = "..."; |
80 |
message[4] = "It's hard to#admit, but I..."; |
81 |
message[5] = "...I guess I've#been lying to#myself for a#while."; |
82 |
message[6] = "It did get#lonely down here."; |
83 |
portrait[0] = 1784; |
84 |
portrait[1] = 1784; |
85 |
portrait[2] = 1782; |
86 |
portrait[3] = 1786; |
87 |
portrait[4] = 1781; |
88 |
portrait[5] = 1786; |
89 |
portrait[6] = 1764; |
90 |
message_end = 6; |
91 |
dialogue_extend = true; |
92 |
} |
93 |
break; |
94 |
case 1: |
95 |
message[0] = "This isn't fair..."; |
96 |
message[1] = "I'm supposed to#get to say my#last goodbyes..."; |
97 |
message[2] = "But... I don't#have anyone to#say goodbye to..."; |
98 |
message[3] = "..."; |
99 |
message[4] = "It's hard to#admit, but I..."; |
100 |
message[5] = "...I guess I've#been lying to#myself for a#while."; |
101 |
message[6] = "It did get#lonely down here."; |
102 |
portrait[0] = 1784; |
103 |
portrait[1] = 1784; |
104 |
portrait[2] = 1782; |
105 |
portrait[3] = 1786; |
106 |
portrait[4] = 1781; |
107 |
portrait[5] = 1786; |
108 |
portrait[6] = 1764; |
109 |
message_end = 6; |
110 |
dialogue_extend = true; |
111 |
break; |
112 |
case 2: |
113 |
message[0] = "I..."; |
114 |
message[1] = "I think I believe#you're real now."; |
115 |
message[2] = "Heh..."; |
116 |
message[3] = "I have grown awfully#tired but..."; |
117 |
message[4] = "If I sleep, then wake#up... this won't be#undone."; |
118 |
message[5] = "So maybe..."; |
119 |
message[6] = "Maybe I..."; |
120 |
message[7] = "...Just won't wake up."; |
121 |
portrait[0] = 1777; |
122 |
portrait[1] = 1784; |
123 |
portrait[2] = 1787; |
124 |
portrait[3] = 1787; |
125 |
portrait[4] = 1777; |
126 |
portrait[5] = 1782; |
127 |
portrait[6] = 1777; |
128 |
portrait[7] = 1778; |
129 |
message_end = 7; |
130 |
dialogue_extend = false; |
131 |
break; |
132 |
} |
133 |
talking_script = scr_talking_dalv; |
134 |
} |
135 |
else if (battle_enemy_name == "martlet genocide") |
136 |
{ |
137 |
message[0] = "Oh! Ow! How are you#so strong?!"; |
138 |
message[1] = "Why did I let my#guard down?..."; |
139 |
message[2] = "I-I can't do this#alone!"; |
140 |
message[3] = "I need to alert#the other Guards..."; |
141 |
message[4] = "Please stay right#here!"; |
142 |
portrait_head[0] = 3475; |
143 |
portrait_hand[0] = 2058; |
144 |
portrait_head[1] = 1610; |
145 |
portrait_hand[1] = 2058; |
146 |
portrait_head[2] = 3475; |
147 |
portrait_hand[2] = 2058; |
148 |
portrait_head[3] = 2087; |
149 |
portrait_hand[3] = 2058; |
150 |
portrait_head[4] = 2087; |
151 |
portrait_hand[4] = 2058; |
152 |
message_end = 5; |
153 |
dialogue_extend = false; |
154 |
talking_script = scr_talking_martlet; |
155 |
} |
156 |
else if (battle_enemy_name == "el bailador") |
157 |
{ |
158 |
message[0] = "Huff... huff..."; |
159 |
message[1] = "Oh..."; |
160 |
message[2] = "I truly did not notice#you were fighting me#until this moment."; |
161 |
message[3] = "Perhaps... I upset#you?"; |
162 |
message[4] = "I deeply apologize if#so..."; |
163 |
message[5] = "..."; |
164 |
message[6] = "I am beaten up pretty#badly, huh?"; |
165 |
message[7] = "Well..."; |
166 |
message[8] = "I suppose it is my#time to go."; |
167 |
message[9] = "This is quite sudden,#but..."; |
168 |
message[10] = "At least I was able to#dance for the world#one last time."; |
169 |
message[11] = "I did have fun..."; |
170 |
message[12] = "The power of dance is#a wonderful thing..."; |
171 |
portrait_head[0] = 328; |
172 |
portrait_head[1] = 328; |
173 |
portrait_head[2] = 328; |
174 |
portrait_head[3] = 328; |
175 |
portrait_head[4] = 328; |
176 |
portrait_head[5] = 328; |
177 |
portrait_head[6] = 328; |
178 |
portrait_head[7] = 328; |
179 |
portrait_head[8] = 328; |
180 |
portrait_head[9] = 328; |
181 |
portrait_head[10] = 328; |
182 |
portrait_head[11] = 328; |
183 |
portrait_head[12] = 328; |
184 |
message_end = 12; |
185 |
dialogue_extend = false; |
186 |
talking_script = scr_talking_enemy; |
187 |
} |
188 |
else if (battle_enemy_name == "starlo") |
189 |
{ |
190 |
message[0] = "* Ah..."; |
191 |
message[1] = "* Guess I had this coming."; |
192 |
message[2] = "* If only I wore my safety#goggles, heh..."; |
193 |
message[3] = "* ..."; |
194 |
message[4] = "* I..."; |
195 |
message[5] = "* I can't lie..."; |
196 |
message[6] = "* I'm not ready..."; |
197 |
message[7] = "* ..."; |
198 |
message[8] = "* Let my parents know..."; |
199 |
message[9] = "* ...I'll be away for a while."; |
200 |
message[10] = "* See you around, kid."; |
201 |
portrait_head[0] = 2124; |
202 |
portrait_head[1] = 2124; |
203 |
portrait_head[2] = 2124; |
204 |
portrait_head[3] = 2124; |
205 |
portrait_head[4] = 2125; |
206 |
portrait_head[5] = 2125; |
207 |
portrait_head[6] = 2125; |
208 |
portrait_head[7] = 2125; |
209 |
portrait_head[8] = 2125; |
210 |
portrait_head[9] = 2126; |
211 |
portrait_head[10] = 2126; |
212 |
message_end = 10; |
213 |
dialogue_extend = false; |
214 |
talking_script = scr_talking_enemy; |
215 |
} |
216 |
} |
217 |
message_current = 0; |
218 |
message_draw = ""; |
219 |
increase = global.text_speed; |
220 |
characters = 0; |
221 |
hold = 0; |
222 |
message_length = string_length(message[message_current]); |
223 |
script_execute(scr_generate_text_counters); |