text_effect = "twitchy" end_fight = false last_text_move_select = global.last_text_move_select if (last_text_move_select < 0) { message[0] = "* Carefully aim at the# dummy and take yer shot." message[1] = "* Don't worry, it ain't# alive or nothin'." portrait[0] = 419 portrait[1] = 419 message_end = 1 } else { var last_action_selected = global.last_action_selected if (last_action_selected == "Fight") { var enemy_hit = global.enemy_hit if (enemy_hit == true) { var hit_count = global.hit_count if (hit_count == 1) { message[0] = "* Mighty fine job!" message[1] = "* Give it another go!" portrait[0] = 417 portrait[1] = 417 message_end = 1 } else if (hit_count == 2) { message[0] = "* There ya go!" message[1] = "* One more!" portrait[0] = 417 portrait[1] = 417 message_end = 1 } else if (hit_count == 3) { message[0] = "* Nice shootin'!" message[1] = "* I'd say ye're a natural." message[2] = "* I'm impressed, kid!" portrait[0] = 417 portrait[1] = 417 portrait[2] = 417 message_end = 2 end_fight = true } } else { message[0] = "* It's alright, partner." message[1] = "* Try again!" portrait[0] = 417 portrait[1] = 417 message_end = 1 } } else if (last_action_selected == "Action 1 Message 0") { message[0] = "* Uh... actually that's# good!" message[1] = "* Intimidation of yer# opponent can decrease# their focus!" message[2] = "* Good thinkin', Clover!" portrait[0] = 417 portrait[1] = 417 portrait[2] = 417 message_end = 2 } else { message[0] = "* Let's practice yer# shootin' now." portrait[0] = 417 message_end = 0 } } message_current = 0 message_draw = "" increase = global.text_speed characters = 0 hold = 0 message_length = string_length(message[message_current]) portrait_enabled = true portrait_image_speed = global.text_speed * global.talk_speed_starlo portrait_image_index = 0 portrait_image_index_max = 1 portrait_counter = 0 can_talk_no_loop = false script_execute(gml_Script_scr_generate_text_counters) circle_text_angle = global.circle_text_angle_default circle_text_angle_direction = 1