| 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); |