execute_normal = false execute_random = false if (global.last_action_selected == "Action 1 Low HP") { message[0] = "Everything seems#wrong." 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] = "Lookin' good." message_end = 0 } else if (random_number == 1) { message[0] = "Not bad, not bad." message_end = 0 } } else if (global.last_action_selected == "Action 2 Low HP") { message[0] = "You look#horrible." message_end = 0 } else if (global.last_action_selected == "Action 2 Message 0") { message[0] = "It's missing#something." message_end = 0 } else if (global.last_action_selected == "Action 2 Message 1") { message[0] = "You look perfect." message_end = 0 } else if (global.last_action_selected == "Action 3 Low HP") { message[0] = "You can't phase#me." message_end = 0 } else if (global.last_action_selected == "Action 3 Message 0" || global.last_action_selected == "Action 3 Message 1") { message[0] = "Smiles are never#out of style." message_end = 0 } else if (global.enemy_low_hp == true) { random_number = irandom_range(0, 1) if (random_number == 0) { message[0] = "Not scared of#bad luck?" message_end = 0 } else if (random_number == 1) { message[0] = "This isn't#good..." message_end = 0 } } else { random_number = irandom_range(0, 3) if (random_number == 0) { message[0] = "Better check for#food in your#teeth." message_end = 0 } else if (random_number == 1) { message[0] = "Yellow is the#new black." message_end = 0 } else if (random_number == 2) { message[0] = "Who's the#fairest of them#all?" message_end = 0 } else if (random_number == 3) { message[0] = "Like what you#see?" 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(gml_Script_scr_generate_text_counters)