var turns_passed = global.turns_passed var enemy_low_hp = global.enemy_low_hp var enemy_mode = global.enemy_mode var enemy_mode_gen = global.enemy_mode_gen switch enemy_mode { case 0: if (enemy_mode_gen == 0) { if (turns_passed == 0) { message[0] = "I don't suppose you#can leave the way you#entered, could you?" message[1] = "That would be easier#for both of us." portrait[0] = 1755 portrait[1] = 1759 message_end = 1 } else if (turns_passed == 1) { message[0] = "Where did you#come from anyway?" message[1] = "There aren't any#accessible#entrances..." portrait[0] = 1763 portrait[1] = 1780 message_end = 1 } else if (turns_passed == 2) { message[0] = "All I know is that#somehow...#you found me.#" message[1] = "Sorry to make things#difficult but I'm not#cowering away this#time." portrait[0] = 1786 portrait[1] = 1781 message_end = 1 } else if (turns_passed == 3) { message[0] = "The other monsters...#Did you pester#them as well? " message[1] = "Not that I care#much to keep up#with their activity..." portrait[0] = 1780 portrait[1] = 1759 message_end = 1 } else if (turns_passed == 4) { message[0] = "This region of the#Ruins is my home." message[1] = "And my home has#rules. The residents#understand that." portrait[0] = 1776 portrait[1] = 1759 message_end = 1 } else if (turns_passed == 5) { message[0] = "But it seems as#if you never got#the memo." message[1] = "That, or you're#purposely ignoring#my wishes." portrait[0] = 1780 portrait[1] = 1759 message_end = 1 } else if (turns_passed == 6) { message[0] = "W-What's with that#sad face?" message[1] = "Don't you understand?#Don't you remember me?" portrait[0] = 1764 portrait[1] = 1778 message_end = 1 } else if (turns_passed == 7) { message[0] = "I know you aren't#a phantom but..." message[1] = "Could it be that...#No, it isn't#possible." portrait[0] = 1780 portrait[1] = 1763 message_end = 1 } else if (turns_passed == 8) { message[0] = "You..." message[1] = "You look so#helpless. Different." message[2] = "But is it a front?" portrait[0] = 1763 portrait[1] = 1764 portrait[2] = 1780 message_end = 2 } else if (turns_passed == 9) { message[0] = "No... You aren't#trying to hurt me..." message[1] = "You... You aren't#who I believed you#to be, are you?" message[2] = "...How could I be#so foolish?" message[3] = "I apologize.#I truly do." message[4] = "This got out of#hand..." message[5] = "I... I don't know#how I can make#things right now..." portrait[0] = 1786 portrait[1] = 1764 portrait[2] = 1780 portrait[3] = 1781 portrait[4] = 1778 portrait[5] = 1763 message_end = 5 } } else if (turns_passed == 0) { message[0] = "I feared this would#happen. What poor#luck." message[1] = "You know, despite your#beliefs..." message[2] = "Monsters aren't evil." portrait[0] = 1785 portrait[1] = 1763 portrait[2] = 1786 message_end = 2 } else if (turns_passed == 1) { message[0] = "Monsterkind stands for#hope, for good." message[1] = "Everyone here is only#trying to find a#little joy." portrait[0] = 1786 portrait[1] = 1763 message_end = 1 } else if (turns_passed == 2) { message[0] = "But... I guess you#aren't one for joy." portrait[0] = 1759 message_end = 0 } else if (turns_passed == 3) { message[0] = "Who am I kidding? You#won't believe me." message[1] = "I'm the one who got#hostile first." portrait[0] = 1763 portrait[1] = 1781 message_end = 1 } else if (turns_passed == 4) { message[0] = "This isn't some#mistake though..." message[1] = "You're fighting on#purpose." portrait[0] = 1759 portrait[1] = 1762 message_end = 1 } else if (turns_passed == 5) { message[0] = "If you refuse to be#peaceful..." message[1] = "I won't be peaceful#either." message[2] = "Despite what I said,#us monsters aren't#pushovers." portrait[0] = 1785 portrait[1] = 1762 portrait[2] = 1762 message_end = 2 } else if (turns_passed == 6) { message[0] = "I'm losing at this,#aren't I...?" message[1] = "Why am I even wasting#my breath?" message[2] = "You aren't worth#talking to..." portrait[0] = 1763 portrait[1] = 1759 portrait[2] = 1779 message_end = 2 } else if (turns_passed == 7) { message[0] = "So... I'm gonna...#stop talking... to#you..." portrait[0] = 1779 message_end = 0 } else if (turns_passed >= 8) { message[0] = "..." portrait[0] = 1763 message_end = 0 } break case 1: if (enemy_mode_gen == 0) { if (turns_passed == 0) { message[0] = "I don't suppose you#can leave the way you#entered, could you?" message[1] = "That would be easier#for both of us." portrait[0] = 1755 portrait[1] = 1759 message_end = 1 } else if (turns_passed == 1) { message[0] = "How did you get in#here?" message[1] = "There aren't any#accessible entrances..." portrait[0] = 1765 portrait[1] = 1780 message_end = 1 } else if (turns_passed == 2) { message[0] = "* I..." portrait[0] = 1780 message_end = 0 } else if (turns_passed == 3) { message[0] = "I think I know what#you've done..." portrait[0] = 1759 message_end = 0 } else if (turns_passed == 4) { message[0] = "You hurt a lot of the#monsters out there,#didn't you?" message[1] = "Decibat told me that#you went on a#rampage..." portrait[0] = 1781 portrait[1] = 1763 message_end = 1 } else if (turns_passed == 5) { message[0] = "I... I don't know what#to think of you..." message[1] = "I should call you evil#but... you spared#Decibat." message[2] = "Why is that?" portrait[0] = 1764 portrait[1] = 1763 portrait[2] = 1763 message_end = 2 } else if (turns_passed == 6) { message[0] = "I... always wanted to#be alone. I was sure#of it..." message[1] = "But now that I'm so#close to being so..." message[2] = "I don't want that#anymore." portrait[0] = 1763 portrait[1] = 1780 portrait[2] = 1786 message_end = 2 } else if (turns_passed == 7) { message[0] = "I know I should hate#you but..." message[1] = "I don't have much left#now." portrait[0] = 1763 portrait[1] = 1786 message_end = 1 } else if (turns_passed == 8) { message[0] = "I have Decibat..." message[1] = "And you too." message[2] = "I..." message[3] = "I don't want to#be alone." message[4] = "And I'm not a#malicious monster,#I promise!" message[5] = "I probably scared#you." message[6] = "And you being so#young, the others..." message[7] = "..." message[8] = "Why don't you come#to my house?" message[9] = "We can make amends#there, like...#friends." message[10] = "What do you say?" portrait[0] = 1781 portrait[1] = 1780 portrait[2] = 1786 portrait[3] = 1763 portrait[4] = 1764 portrait[5] = 1781 portrait[6] = 1786 portrait[7] = 1759 portrait[8] = 1780 portrait[9] = 1763 portrait[10] = 1776 message_end = 10 } else if (turns_passed >= 9) { message[0] = "..." portrait[0] = 1776 message_end = 0 } } else if (turns_passed == 0) { message[0] = "I feared this would#happen. What poor#luck." message[1] = "You know, despite your#beliefs..." message[2] = "Monsters aren't evil." portrait[0] = 1785 portrait[1] = 1763 portrait[2] = 1786 message_end = 2 } else if (turns_passed == 1) { message[0] = "Monsterkind stands for#hope, for good." message[1] = "Everyone here is only#trying to find a#little joy." portrait[0] = 1786 portrait[1] = 1763 message_end = 1 } else if (turns_passed == 2) { message[0] = "But... I guess you#aren't one for joy." portrait[0] = 1759 message_end = 0 } else if (turns_passed == 3) { message[0] = "Who am I kidding? You#won't believe me." message[1] = "I'm the one who got#hostile first." portrait[0] = 1763 portrait[1] = 1781 message_end = 1 } else if (turns_passed == 4) { message[0] = "This isn't some#mistake though..." message[1] = "You're fighting on#purpose." portrait[0] = 1759 portrait[1] = 1762 message_end = 1 } else if (turns_passed == 5) { message[0] = "If you refuse to be#peaceful..." message[1] = "I won't be peaceful#either." message[2] = "Despite what I said,#us monsters aren't#pushovers." portrait[0] = 1785 portrait[1] = 1762 portrait[2] = 1762 message_end = 2 } else if (turns_passed == 6) { message[0] = "I'm losing at this,#aren't I...?" message[1] = "Why am I even wasting#my breath?" message[2] = "You aren't worth#talking to..." portrait[0] = 1763 portrait[1] = 1759 portrait[2] = 1779 message_end = 2 } else if (turns_passed == 7) { message[0] = "So... I'm gonna...#stop talking... to#you..." portrait[0] = 1785 message_end = 0 } else if (turns_passed >= 8) { message[0] = "..." portrait[0] = 1763 message_end = 0 } break case 2: if (turns_passed == 0) { message[0] = "You know, it's been#quieter since you#showed up..." message[1] = "I suppose I should#thank you." portrait[0] = 1780 portrait[1] = 1755 message_end = 1 break } else if (turns_passed == 1) { message[0] = "I finally got my wish." message[1] = "Or maybe it was just a#happenstance." portrait[0] = 1755 portrait[1] = 1780 message_end = 1 break } else if (turns_passed == 2) { message[0] = "..." message[1] = "Everywhere I go dust#keeps clinging to my#cape..." message[2] = "I'm sorry to assume#but..." message[3] = "They're all gone,#aren't they?" portrait[0] = 1759 portrait[1] = 1763 portrait[2] = 1763 portrait[3] = 1786 message_end = 3 break } else if (turns_passed == 3) { message[0] = "I know I should thank#you, and it is what I#asked for..." message[1] = "But I never wanted to#hurt anybody!" portrait[0] = 1763 portrait[1] = 1764 message_end = 1 break } else if (turns_passed == 4) { message[0] = "I can't help but think#it's my fault!" message[1] = "Maybe my wish brought#you here?" message[2] = "Maybe I just need to#take a nap." message[3] = "When I wake up, you'll#be gone, won't you?" message[4] = "Yeah, you're just a#ghost of my memories..." portrait[0] = 1763 portrait[1] = 1781 portrait[2] = 1786 portrait[3] = 1759 portrait[4] = 1759 message_end = 4 break } else if (turns_passed == 5) { message[0] = "Hey." message[1] = "If you aren't real..." message[2] = "Then is all this#actually my fault?" message[3] = "..." message[4] = "I miss them all now!" portrait[0] = 1768 portrait[1] = 1768 portrait[2] = 1763 portrait[3] = 1763 portrait[4] = 1764 message_end = 4 break } else if (turns_passed == 6) { message[0] = "Penilla once drew me#a sketch of a sweet#corn cob." message[1] = "I never thanked her..." portrait[0] = 1763 portrait[1] = 1781 message_end = 1 break } else if (turns_passed == 7) { message[0] = "One time, Sweet Corn#gave me a hug for no#reason." message[1] = "I told her to never do#it again..." message[2] = "..." message[3] = "They were the closest#things I ever had to#friends..." message[4] = "And now..." portrait[0] = 1781 portrait[1] = 1786 portrait[2] = 1786 portrait[3] = 1763 portrait[4] = 1764 message_end = 4 } } message_current = 0 message_draw = "" increase = global.text_speed characters = 0 hold = 0 message_length = string_length(message[message_current]) script_execute(gml_Script_scr_generate_text_counters)