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- Information about object: act_flavortext
- Sprite:
- Solid: false
- Visible: true
- Depth: -21
- Persistent: false
- Parent:
- Children:
- Mask:
- No Physics Object
- Create Event:
- execute code:
- //this is not going to end well.
- //let's set up our messages here
- message[0] = "* ASRIEL DREEMURR - DEF ?? ATK ??#* The true savior of all monsters.#* But even gods fall."
- message[1] = "* I reconsider my actions.#* ...It's worth it in the end.#* 10 HP… restored."
- message[2] = "* I try to break his morale.#* I only made it stronger."
- message[3] = "* There's no point.#* I'm already this close."
- message[4] = "* There's no point.#* He won't listen."
- //let's set up our variables
- message_current = global.mess
- message_end = 4
- increase_speed = 1
- hold = 0
- face = 0
- message_length = string_length(message[message_current])
- characters = 0
- character_old = characters
- message_draw = ""
- sound = -1
- can_increase = 1
- Alarm Event for alarm 0:
- set variable can_increase to 1
- Alarm Event for alarm 1:
- execute code:
- increase_speed = 1
- Step Event:
- execute code:
- //well we're going to try this. yes it's basically that one dialouge code you found
- if characters < message_length and can_increase = 1
- {
- character_old = characters
- characters += increase_speed+hold
- message_draw = string_copy(message[message_current],0,characters)
- var c = string_char_at(message_draw, characters);
- if round(characters) > character_old
- and round(characters) < message_length
- stop_and_sound(blip_snd)
- if alarm[1] = -1 switch (c) {
- case ",": increase_speed = 0; alarm[1] = 5 ; break;
- case ".": increase_speed = 0; alarm[1] = 10 ; break;
- case "!": increase_speed = 0; alarm[1] = 10 ; break;
- case "#": increase_speed = 0; alarm[1] = 10 ; break;
- case "…": soul_red.hp += 10 stop_and_sound(save_snd); break;}
- }
- else
- {
- if keyboard_check_pressed(ord("Z"))
- {
- instance_create(0,0,attackrunning);
- instance_destroy();
- }
- }
- Draw Event:
- execute code:
- ///drawing text
- draw_set_color(c_white)
- draw_set_font(battle_fnt)
- draw_text_ext(40,255,message_draw,-1,550)
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