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gml_Object_obj_quote_defeat_ext_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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}
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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 == false)
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                {
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                    message[0] = "I've never been#good with words...";
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                    message[1] = "So I'll just#say this:";
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                    message[2] = "Sorry...";
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                    message[3] = "To everyone.";
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                    portrait[0] = 1786;
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                    portrait[1] = 1781;
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                    portrait[2] = 1786;
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                    portrait[3] = 1764;
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                    message_end = 3;
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                    dialogue_extend = false;
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                }
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                break;
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            case 1:
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                message[0] = "I've never been#good with words...";
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                message[1] = "So I'll just#say this:";
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                message[2] = "Sorry...";
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                message[3] = "To everyone.";
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                portrait[0] = 1786;
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                portrait[1] = 1781;
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                portrait[2] = 1786;
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                portrait[3] = 1764;
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                message_end = 3;
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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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}
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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);