var battle_enemy_name = global.battle_enemy_name; var game_mode = global.game_mode; sndfnt = 96; if (global.sworks_flag[45] == 1) { global.battling_boss = false; message[0] = "* . . ."; message[1] = "* . . ."; message[2] = "* Why?"; message_end = 2; } else { switch (global.battle_enemy_name) { case "decibat": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "* Heh, I sure heard#that!"; message[1] = "* But I don't wanna#hear it again, okay?"; message_end = 1; } if (random_number == 2) { message[0] = "This thing hates#noise, right?"; message[1] = "Use that fact to#your advantage!"; message_end = 1; } if (random_number == 3) { message[0] = "Quite the permanent#solution, eh?"; message[1] = "Too bad I can#undo it, haha!"; message_end = 1; } break; case "dalv": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "This loner packs#a punch!"; message[1] = "Nothing you can't#handle, though!"; message_end = 1; } if (random_number == 2) { message[0] = "Last time I checked,#no one likes a fried#human."; message[1] = "Get back out there!"; message_end = 1; } if (random_number == 3) { message[0] = "Blah blah blah,#what a whiner!"; message[1] = "Let's hurry up and#deal with this recluse!"; message_end = 1; } break; case "martlet pacifist": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "I'm not sure she even#meant to kill you there."; message[1] = "Impressive...?"; message_end = 1; } if (random_number == 2) { message[0] = "Come on, you lost#to this rookie?"; message[1] = "Step it up, pal!"; message_end = 1; } if (random_number == 3) { message[0] = "Talk about \"freezing#up\" haha!"; message[1] = "...Oh right, you can't#laugh because... Yeah."; message_end = 1; } break; case "el bailador": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "Come on, buddy!"; message[1] = "Surely you can dance#better than THAT!"; message_end = 1; } if (random_number == 2) { message[0] = "Do you have good#rhythm?"; message[1] = "'Cause it kinda seems#like you need it."; message_end = 1; } if (random_number == 3) { message[0] = "Talk about over the#top..."; message[1] = "Let's show this#showoff who's boss!"; message_end = 1; } break; case "feisty five": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "I can't say I blame#you for dying, honestly."; message[1] = "It's four v one out#there! Buncha cheaters..."; message_end = 1; } if (random_number == 2) { message[0] = "Heh, how are they#gonna explain THIS to#the Sheriff?"; message[1] = "I'd love to stick#around for that mess,#but oh well!"; message_end = 1; } if (random_number == 3) { message[0] = "I dunno if you can take#on this posse all at once."; message[1] = "Just stay alive as#long as you can,#alright?"; message_end = 1; } break; case "starlo": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "The mentor vs apprentice#thing is fun and all,#but..."; message[1] = "You do know the mentor#isn't supposed to win,#right?"; message_end = 1; } if (random_number == 2) { message[0] = "This human-wannabe is#a total pushover!"; message[1] = "Bet he'll crack if you#survive long enough, haha."; message_end = 1; } if (random_number == 3) { message[0] = "There's no way this#fraud bested you!"; message[1] = "Come on, show him who#the real gunslinger is!"; message_end = 1; } break; case "guardener": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "Talk about lethal!"; message[1] = "Maybe try getting your#\"offense level\" lower?"; message_end = 1; } if (random_number == 2) { message[0] = "Who knew a robot could#be so cold-blooded?#Or... just cold. "; message[1] = "Unless things get even#weirder. You never know."; message_end = 1; } if (random_number == 3) { message[0] = "This bot may be tough,#but you're tougher!"; message[1] = "Put it back where it#came from!"; message_end = 1; } break; case "axis": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "Clearly Axis wasn't#built to last."; message[1] = "You can take him out,#I'm sure of it!"; message_end = 1; } if (random_number == 2) { message[0] = "This bot's done nothing#but bully you around!"; message[1] = "Give him a taste of his#own metallic medicine!"; message_end = 1; } if (random_number == 3) { message[0] = "Brush yourself off,#Clover!"; message[1] = "It's time to put#the \"ax\" in Axis!"; message_end = 1; } break; case "ceroba": var random_number = irandom_range(1, 5); if (random_number == 1) { message[0] = "You didn't come all#this way to die here!"; message[1] = "Let's finish this thing!"; message_end = 1; } if (random_number == 2) { message[0] = "You're gonna let this#backstabber win?"; message[1] = "Not on my watch!"; message_end = 1; } if (random_number == 3) { message[0] = "We're so close#to our goal!"; message[1] = "Don't mess it up!"; message_end = 1; } if (random_number == 4) { message[0] = "You need to keep your#guard up at all times!"; message[1] = "Don't buy into Ceroba's#sob stories!"; message_end = 1; } if (random_number == 5) { message[0] = "You can't give up#now, Clover!"; message[1] = "It's time to take#Ceroba down for good!"; message_end = 1; } break; case "martlet genocide": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "She's tougher than#she looks, huh?"; message[1] = "Luckily, so are you!"; message_end = 1; } if (random_number == 2) { message[0] = "Don't let this guard's#flashy front get to you."; message[1] = "I know a weak-willed#monster when I see one."; message_end = 1; } if (random_number == 3) { message[0] = "Gee, these monsters#sure are cruel!"; message[1] = "And who is their main#influence? The King."; message_end = 1; } break; case "ceroba genocide": var random_number = irandom_range(1, 5); if (random_number == 1) { message[0] = "Has the almighty Clover#met their match?"; message[1] = "Surely not!"; message_end = 1; } if (random_number == 2) { message[0] = "Aww, come on!"; message[1] = "Things were just getting#good!"; message_end = 1; } if (random_number == 3) { message[0] = "This lady's totally#predictable!"; message[1] = "Memorize the patterns#and she's done for!"; message_end = 1; } if (random_number == 4) { message[0] = "Don't tell me this is#your limit!"; message[1] = "'Cause there is more#where that came from,#buddy!"; message_end = 1; } if (random_number == 5) { message[0] = "Oh, just kill her#already!"; message[1] = "If you want to,#that is..."; message_end = 1; } break; case "axis genocide": var random_number = irandom_range(1, 3); if (random_number == 1) { message[0] = "This piece of junk#did you in?"; message[1] = "Heh, thought you were#better than that."; message_end = 1; } if (random_number == 2) { message[0] = "You should've dealt#with this bot a#long time ago."; message[1] = "But no, had to play#the big bad action#hero!"; message_end = 1; } if (random_number == 3) { message[0] = "I can't help but feel#like this is karma,#heh."; message[1] = "But I GUESS I should#still revive you..."; message_end = 1; } break; case "martlet genocide final": var random_number = irandom_range(1, 1); if (random_number == 1) { sndfnt = 391; message[0] = "Again."; message_end = 0; } break; default: if (global.route != 3) { var random_number = irandom_range(1, 6); if (random_number == 1) { message[0] = "You can't reach ASGORE#if you're dead!"; message[1] = "Don't fool around!"; message_end = 1; } if (random_number == 2) { message[0] = "You're supposed to#DODGE the attacks!"; message[1] = "Remember what I#taught'cha?"; message_end = 1; } if (random_number == 3) { message[0] = "I didn't offer my#help just to see#you die!"; message[1] = "Let's get moving!"; message_end = 1; } if (random_number == 4) { message[0] = "How careless..."; message[1] = "Well, there's always#next time!"; message_end = 1; } if (random_number == 5) { message[0] = "Yikes, that looked#painful!"; message[1] = "Brush yourself off and#get back at 'em!"; message_end = 1; } if (random_number == 6) { message[0] = "Dying sucks, right?#Right."; message[1] = "So try not to do#it again."; message_end = 1; } } else { var random_number = irandom_range(1, 6); if (random_number == 1) { message[0] = "* You have a mission,#remember?"; message[1] = "* Don't mess it up."; message_end = 1; } if (random_number == 2) { message[0] = "* These attackers can't#get their way."; message[1] = "* Try again."; message_end = 1; } if (random_number == 3) { message[0] = "I didn't offer my#help just to see#you die!"; message[1] = "Let's get moving."; message_end = 1; } if (random_number == 4) { message[0] = "You can't reach ASGORE#if you're dead."; message[1] = "Don't fool around."; message_end = 1; } if (random_number == 5) { message[0] = "You sure you're cut#out for this?"; message[1] = "Come on."; message_end = 1; } if (random_number == 6) { message[0] = "* Aaannd there goes#your SOUL!"; message[1] = "* Dodge the attacks next#time, will you?"; message_end = 1; } } break; } } message_current = 0; message_draw = ""; increase = global.text_speed; characters = 0; hold = 0; message_length = string_length(message[message_current]); fade_out = false; no_loop = false; script_execute(scr_generate_text_counters);