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?\t"; 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; } 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; } 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; } 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; } 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; } 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; } 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; } 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(scr_generate_text_counters);