MrEpicIsHere777

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Apr 8th, 2017
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  1. Information about object: act_flavortext
  2. Sprite:
  3. Solid: false
  4. Visible: true
  5. Depth: -21
  6. Persistent: false
  7. Parent:
  8. Children:
  9. Mask:
  10.  
  11. No Physics Object
  12. Create Event:
  13.  
  14. execute code:
  15.  
  16. //this is not going to end well.
  17. //let's set up our messages here
  18. message[0] = "* ASRIEL DREEMURR - DEF ?? ATK ??#* The true savior of all monsters.#* But even gods fall."
  19. message[1] = "* I reconsider my actions.#* ...It's worth it in the end.#* 10 HP… restored."
  20. message[2] = "* I try to break his morale.#* I only made it stronger."
  21. message[3] = "* There's no point.#* I'm already this close."
  22. message[4] = "* There's no point.#* He won't listen."
  23.  
  24. //let's set up our variables
  25. message_current = global.mess
  26. message_end = 4
  27. increase_speed = 1
  28. hold = 0
  29. face = 0
  30. message_length = string_length(message[message_current])
  31. characters = 0
  32. character_old = characters
  33. message_draw = ""
  34. sound = -1
  35. can_increase = 1
  36.  
  37. Alarm Event for alarm 0:
  38.  
  39. set variable can_increase to 1
  40. Alarm Event for alarm 1:
  41.  
  42. execute code:
  43.  
  44. increase_speed = 1
  45.  
  46. Step Event:
  47.  
  48. execute code:
  49.  
  50. //well we're going to try this. yes it's basically that one dialouge code you found
  51. if characters < message_length and can_increase = 1
  52. {
  53. character_old = characters
  54. characters += increase_speed+hold
  55. message_draw = string_copy(message[message_current],0,characters)
  56. var c = string_char_at(message_draw, characters);
  57. if round(characters) > character_old
  58. and round(characters) < message_length
  59. stop_and_sound(blip_snd)
  60. if alarm[1] = -1 switch (c) {
  61. case ",": increase_speed = 0; alarm[1] = 5 ; break;
  62. case ".": increase_speed = 0; alarm[1] = 10 ; break;
  63. case "!": increase_speed = 0; alarm[1] = 10 ; break;
  64. case "#": increase_speed = 0; alarm[1] = 10 ; break;
  65. case "…": soul_red.hp += 10 stop_and_sound(save_snd); break;}
  66. }
  67. else
  68. {
  69. if keyboard_check_pressed(ord("Z"))
  70. {
  71. instance_create(0,0,attackrunning);
  72. instance_destroy();
  73. }
  74. }
  75.  
  76.  
  77. Draw Event:
  78.  
  79. execute code:
  80.  
  81. ///drawing text
  82. draw_set_color(c_white)
  83. draw_set_font(battle_fnt)
  84. draw_text_ext(40,255,message_draw,-1,550)
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