global.player_exp += global.enemy_exp global.player_gold += global.enemy_gold if (global.game_mode == "customs") message[0] = "* YOU WON!#* You earned " + string(global.enemy_exp) + " XP and " + string(global.enemy_gold) + " gold." else if (global.game_mode == "yellow") { if (global.battle_enemy_name == "decibat") message[0] = "* Sweet silence...#* You earned " + string(global.enemy_exp) + " XP and " + string(global.enemy_gold) + " gold." else message[0] = "* YOU WON!#* You earned " + string(global.enemy_exp) + " XP and " + string(global.enemy_gold) + " gold." } if (global.player_exp >= global.player_exp_next[global.player_level]) { var i = global.player_level while (i <= 20) { if (global.player_exp >= global.player_exp_next[i]) { global.player_level = i + 1 global.max_hp_self = global.player_hp_next[(i + 1)] global.player_attack = global.player_attack_next[(i + 1)] global.player_defense = global.player_defense_next[(i + 1)] i += 1 continue } else break } audio_play_sound(snd_love_increased, 20, 0) message[0] = message[0] + "#* Your LOVE increased." } message_current = 0 message_end = 0 message_draw = "" increase = global.text_speed characters = 0 hold = 0 message_length = string_length(message[message_current]) can_check_display_text = false display_text = false alarm[0] = 1 moveable = true script_execute(gml_Script_scr_generate_text_counters)