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": 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": 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": 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": 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": 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": 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": 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": 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": 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": 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": 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": random_number = irandom_range(1, 1) if (random_number == 1) { sndfnt = 391 message[0] = "Again." message_end = 0 } break default: if (global.route != 3) { 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 { 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(gml_Script_scr_generate_text_counters)