function scr_battle_core_directory_check_selected_text() //gml_Script_scr_battle_core_directory_check_selected_text { if (global.battling_boss == true) { var battle_enemy_name = global.battle_enemy_name var enemy_attack_stat = global.enemy_attack_stat var enemy_defense_stat = global.enemy_defense_stat var enemy_mode = global.enemy_mode var enemy_low_hp = global.enemy_low_hp } else { var act_number = global.act_number switch act_number { case 1: battle_enemy_name = global.battle_enemy_name_1 enemy_attack_stat = global.enemy_attack_stat enemy_defense_stat = global.enemy_defense_stat enemy_mode = global.enemy_mode enemy_low_hp = global.enemy_low_hp break case 2: battle_enemy_name = global.battle_enemy_name_2 enemy_attack_stat = global.enemy_attack_stat_2 enemy_defense_stat = global.enemy_defense_stat_2 enemy_mode = global.enemy_mode_2 enemy_low_hp = global.enemy_low_hp_2 break case 3: battle_enemy_name = global.battle_enemy_name_3 enemy_attack_stat = global.enemy_attack_stat_3 enemy_defense_stat = global.enemy_defense_stat_3 enemy_mode = global.enemy_mode_3 enemy_low_hp = global.enemy_low_hp_3 break default: battle_enemy_name = global.battle_enemy_name_1 enemy_attack_stat = global.enemy_attack_stat enemy_defense_stat = global.enemy_defense_stat enemy_mode = global.enemy_mode enemy_low_hp = global.enemy_low_hp } } var game_mode = global.game_mode if (game_mode == "customs") { if (battle_enemy_name == "craniex") message[0] = "* CRANIEX -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Gifted logically, stubborn# emotionally." else if (battle_enemy_name == "ms mettaton") { if (global.ms_mettaton_transformed == false) message[0] = "* MS. METTATON -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Her speed renders her# invulnerable to attack." else message[0] = "* MS. METTATON EX ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The ultimate, yet imperfect,# killer robot!" } } else if (game_mode == "yellow") { if (battle_enemy_name == "froggit intro") message[0] = "* FROGGIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Life is difficult for this# enemy." else if (battle_enemy_name == "flier a" || battle_enemy_name == "flier b" || battle_enemy_name == "flier c") message[0] = "* FLIER -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Flier feels nothing." else if (battle_enemy_name == "penilla a" || battle_enemy_name == "penilla b") message[0] = "* PENILLA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A sketchy character." else if (battle_enemy_name == "sweet corn a" || battle_enemy_name == "sweet corn b") message[0] = "* SWEET CORN -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Constantly on a sugar rush." else if (battle_enemy_name == "crispy scroll a") message[0] = "* CRISPY SCROLL -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Looking for someone who can# match his enthusiasm." else if (battle_enemy_name == "rorrim a") message[0] = "* RORRIM -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Rorrim's expression is blank." else if (battle_enemy_name == "decibat") message[0] = "* DECIBAT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Missing his quiet solitude." else if (battle_enemy_name == "dalv") { switch enemy_mode { case 0: message[0] = "* DALV -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Wants to be left alone." break case 1: message[0] = "* DALV -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Acting somber." break case 2: message[0] = "* DALV -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Finally alone." break default: message[0] = "* DALV -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Wants to be left alone." } } else if (battle_enemy_name == "micro froggit") message[0] = "* MICRO FROGGIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Often falls through the cracks." else if (battle_enemy_name == "insomnitot a" || battle_enemy_name == "insomnitot b") message[0] = "* INSOMNITOT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Up past its bedtime." else if (battle_enemy_name == "know cone a" || battle_enemy_name == "know cone b") { if (global.route == 2) message[0] = "* KNOW CONE -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* One ski short of a snowmobile." else message[0] = "* KNOW CONE -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* An eager mind filled with a# burning passion." } else if (battle_enemy_name == "frostermit a") { if (enemy_mode == 1) message[0] = "* FROSTERMIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Always right at home." else message[0] = "* FROSTERMIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A suspicious igloo." } else if (battle_enemy_name == "trihecta") message[0] = "* TRIHECTA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Intimidatingly tall." else if (battle_enemy_name == "tri") { if (enemy_low_hp == true) message[0] = "* TRI -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* No longer intimidating." else message[0] = "* TRI -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Taking things one step at a# time." } else if (battle_enemy_name == "hec") { if (enemy_low_hp == true) message[0] = "* HEC -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* No longer intimidating." else message[0] = "* HEC -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Day is getting better." } else if (battle_enemy_name == "ta") { if (enemy_low_hp == true) message[0] = "* TA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* No longer intimidating." else message[0] = "* TA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Hopping with excitement!!" } else if (battle_enemy_name == "martlet pacifist") message[0] = "* MARTLET -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A little scatterbrained." else if (battle_enemy_name == "martlet genocide") { if (enemy_mode == 3) message[0] = "* MARTLET -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Standing firm." else message[0] = "* MARTLET -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Scatterbrained." } else if (battle_enemy_name == "dunebud a" || battle_enemy_name == "dunebud b") { if (enemy_low_hp == true) message[0] = "* DUNEBUD -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Wondering." else message[0] = "* DUNEBUD -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Looking for some fun." } else if (battle_enemy_name == "cactony a") message[0] = "* CACTONY -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Lacks physical affection." else if (battle_enemy_name == "slither a" || battle_enemy_name == "slither b") message[0] = "* SLITHER -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Trying to get a leg up in the# world." else if (battle_enemy_name == "bowll a") message[0] = "* BOWLL -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A fragile facade." else if (battle_enemy_name == "el bailador") { if (global.route != 3) message[0] = "* EL BAILADOR -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The definition of passion!" else message[0] = "* EL BAILADOR -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Another roadblock." } else if (battle_enemy_name == "flower girls") { switch global.dunes_flag[31] { case 1: message[0] = "* Violetta -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Not one for conversation." break case 2: message[0] = "* Pedla -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Loves to give away flowers." break case 3: message[0] = "* Rosa -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Likes a good challenge." break } } else if (battle_enemy_name == "dummy training pacifist") message[0] = "* DUMMY -- ATK ? DEF ?#* Just a dummy." else if (battle_enemy_name == "ceroba genocide") message[0] = "* CEROBA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Nothing left." else if (battle_enemy_name == "starlo") { if (global.attack_cycle < 10) message[0] = "* STARLO -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The almighty Sheriff." else message[0] = "* STARLO -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The not-so-almighty Sheriff." } else if (battle_enemy_name == "ed") message[0] = "* ED -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The dream team!" else if (battle_enemy_name == "moray") message[0] = "* MORAY -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The dream team!" else if (battle_enemy_name == "ace") message[0] = "* ACE -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The dream team!" else if (battle_enemy_name == "mooch") message[0] = "* MOOCH -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* The dream team!" else if (battle_enemy_name == "tellyvis a") message[0] = "* TELLYVIS -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Can't live with or without# one another." else if (battle_enemy_name == "jandroid a" || battle_enemy_name == "jandroid b") message[0] = "* JANDROID -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* \"Hygiene\" is not in their# vocabulary." else if (battle_enemy_name == "goosic a" || battle_enemy_name == "goosic b") message[0] = "* GOOSIC -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Music drives the mood." else if (battle_enemy_name == "sousborg") message[0] = "* SOUSBORG -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A recipe for disaster." else if (battle_enemy_name == "axis") message[0] = "* AXIS -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Today means the Surface." else if (battle_enemy_name == "axis genocide") message[0] = "* AXIS -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) else if (battle_enemy_name == "macro froggit") { if (global.turns_passed == 0) message[0] = "* MICRO FROGGIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Often falls through the cracks." else message[0] = "* MACRO FROGGIT -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Big frog." } else if (battle_enemy_name == "guardener") { if (global.enemy_mode == 0) message[0] = "* GUARDENER -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Traps offenders for easy# apprehension." else message[0] = "* GUARDENER -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Should take her rage down a few# notches." } else if (battle_enemy_name == "flowey") message[0] = "* Your best friend!" else if (battle_enemy_name == "ceroba") { if (global.hotland_flag[2] == 0) message[0] = "* CEROBA -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A legacy not to be forgotten." else message[0] = "* Absolute devotion." } else if (battle_enemy_name == "martlet genocide final") { message[0] = "* MARTLET -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* A worthy opponent." if (global.hotland_flag[9] >= 2) message[0] = "* MARTLET -- ATK " + string(enemy_attack_stat) + " DEF " + string(enemy_defense_stat) + "#* Fallen down." } } }