var battle_enemy_name = global.battle_enemy_name var game_mode = global.game_mode script_execute(gml_Script_scr_controls_text) if key_revert_pressed { characters = message_length message_draw = string_copy(message[message_current], 0, characters) } if (characters < message_length) { if (counter == 0) { script_execute(gml_Script_scr_text_increase) script_execute(gml_Script_scr_talking_text) } else can_talk = false } else { can_talk = false if key_select_pressed { if (message_current < message_end) { message_current += 1 message_length = string_length(message[message_current]) characters = 0 message_draw = "" } else { if (game_mode == "customs") global.enemy_attacking = true else if (game_mode == "yellow") { var act_number = global.act_number switch act_number { case 1: global.no_hit_count += 1 scr_determine_special_effect_enemy("Check 1") break case 2: global.no_hit_count_2 += 1 scr_determine_special_effect_enemy("Check 2") break case 3: global.no_hit_count_3 += 1 scr_determine_special_effect_enemy("Check 3") break } global.important_cutscene = script_execute(gml_Script_scr_determine_important_cutscene_attacking) global.can_attack = script_execute(gml_Script_scr_determine_can_attack_attacking) if (global.important_cutscene == false && global.can_attack == true) global.enemy_attacking = true if (global.can_attack == false) { with (obj_dialogue_box_battle) no_loop_can_attack = false } } instance_destroy() } } } script_execute(gml_Script_scr_text_counter)