execute_normal = false; execute_random = false; if (global.last_action_selected == "Action 1 Low HP") { message[0] = "You got some#nerve."; message_end = 0; } else if (global.last_action_selected == "Action 1 Message 0") { random_number = irandom_range(0, 1); if (random_number == 0) { message[0] = "You're just#saying that#because you feel#obligated."; message_end = 0; } else if (random_number == 1) { message[0] = "I don't really#think it's ready#for people yet."; message_end = 0; } } else if (global.last_action_selected == "Action 2 Low HP") { message[0] = "Maybe art isn't#the right path#for me."; message_end = 0; } else if (global.last_action_selected == "Action 2 Message 0") { random_number = irandom_range(0, 1); if (random_number == 0) { message[0] = "I suppose I#could use a#break."; message_end = 0; } else if (random_number == 1) { message[0] = "I have been at#this for a#while..."; message_end = 0; } } else if (global.enemy_low_hp == true) { random_number = irandom_range(0, 1); if (random_number == 0) { message[0] = "I'll just...#tape it back#together."; message_end = 0; } else if (random_number == 1) { message[0] = "A sharpener#would come in#handy right#about now..."; message_end = 0; } } else { random_number = irandom_range(0, 3); if (random_number == 0) { message[0] = "Gotta keep my#skills sharp!"; message_end = 0; } else if (random_number == 1) { message[0] = "The artist's#life is one of#solitude."; message_end = 0; } else if (random_number == 2) { message[0] = "So all my hand#work leads to#this?"; message_end = 0; } else if (random_number == 3) { message[0] = "2B or not 2B?"; message_end = 0; } } 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);