text_effect = "twitchy"; if (global.enemy_mode_gen_previous == 1) { message[0] = "Okay, what is going#on?!"; message[1] = "I mean, don't get#me wrong, being#attacked hurts!"; message[2] = "And you had a good#thing going there with#the not hurting#me thing, but..."; message[3] = "I just can't follow#your logic!"; message[4] = "Like, did I have a#bad first impression#with you?"; message[5] = "Did I mess something#up? Did I say#something wrong here?"; message[6] = "If I did, I'm sorry,#but violence really#isn't the answer to#your problems, you#know."; message[7] = "It's important to be#able to talk through#our issues with words."; message[8] = "Don't call in the#cavalry for the small#stuff."; portrait_head[0] = 3526; portrait_hand[0] = 2058; portrait_head[1] = 1291; portrait_hand[1] = 2058; portrait_head[2] = 2116; portrait_hand[2] = 2058; portrait_head[3] = 3540; portrait_hand[3] = 2058; portrait_head[4] = 2427; portrait_hand[4] = 2058; portrait_head[5] = 2427; portrait_hand[5] = 2058; portrait_head[6] = 3475; portrait_hand[6] = 2058; portrait_head[7] = 2116; portrait_hand[7] = 2058; portrait_head[8] = 2116; portrait_hand[8] = 2058; message_end = 8; } else { message[0] = "Okay, wait, I'm really#confused!"; message[1] = "First of all: Ow! Why? #Why do you keep#hitting me?!"; message[2] = "I mean, yes, I am#attacking you, but‒OW!"; message[3] = "At least be consistent#please!"; message[4] = "Like, if you attack me#a bunch and then it's#your turn again..."; message[5] = "Well, then I expect#you to attack,#and I can ready#myself, you know?"; message[6] = "But when you keep#going back and forth#like this..."; message[7] = "You're giving me#whiplash!"; message[8] = "Plus, I don't know#how to feel right#now!"; message[9] = "You attacked me, so#I should have no#qualms with#apprehending you!"; message[10] = "...but then you#stopped attacking me,#so I thought:"; message[11] = "\"Hey, maybe you#overreacted, Martlet!\""; message[12] = "\"Being a human isn't#such a serious crime!\""; message[13] = "\"Maybe just let the#kid off with a#warning this time!\""; message[14] = "\"If you catch them#being human again,#that's when you#arrest them!\""; message[15] = "But then you hit me#again, and now#everything is all#muddled!"; message[16] = "And now all I#know is OWWW it#hurt."; portrait_head[0] = 2427; portrait_hand[0] = 2058; portrait_head[1] = 3540; portrait_hand[1] = 2058; portrait_head[2] = 3540; portrait_hand[2] = 2058; portrait_head[3] = 3475; portrait_hand[3] = 2058; portrait_head[4] = 1673; portrait_hand[4] = 2058; portrait_head[5] = 3475; portrait_hand[5] = 2058; portrait_head[6] = 3540; portrait_hand[6] = 2058; portrait_head[7] = 3475; portrait_hand[7] = 2058; portrait_head[8] = 1673; portrait_hand[8] = 2058; portrait_head[9] = 2087; portrait_hand[9] = 2058; portrait_head[10] = 3475; portrait_hand[10] = 2058; portrait_head[11] = 126; portrait_hand[11] = 2058; portrait_head[12] = 126; portrait_hand[12] = 2058; portrait_head[13] = 126; portrait_hand[13] = 2058; portrait_head[14] = 126; portrait_hand[14] = 2058; portrait_head[15] = 3475; portrait_hand[15] = 2058; portrait_head[16] = 390; portrait_hand[16] = 2058; message_end = 16; } 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); circle_text_angle = global.circle_text_angle_default; circle_text_angle_direction = 1;