scr_recruit_infofunction
scr_recruit_info(arg0)
{
_recruitcount = 1;
_sprite = spr_darkconfigbt;
_spritex = 0;
_spritey = 0;
_imagespeed = 0;
_name = stringsetloc(
Known Quantity "Known Quantity ", "scr_recruit_info_slash_scr_recruit_info_gml_10_0"
) + string(arg0);
_desc = stringsetloc(
It is known."It is known.", "scr_recruit_info_slash_scr_recruit_info_gml_11_0"
);
_like = " ";
_dislike = " ";
_chapter = 0;
_level = 0;
_attack = 0;
_defense = 0;
_element = " ";
_dialogueboxes = 1;
_dialogue[0] = stringsetloc(
Close MessageClose Message"%%", "scr_recruit_info_slash_scr_recruit_info_gml_22_0"
);
_placeable = 1;
switch (arg0)
{
case 5:
_sprite = spr_diamond_overworld;
_name = stringsetloc(
Rudinn"Rudinn", "scr_recruit_info_slash_scr_recruit_info_gml_29_0"
);
_desc = stringsetloc(
Said to be someone's best friend, but maybe not. Shine on, you lazy diamond!"Said to be someone's best friend, but maybe not. Shine on, you lazy diamond!", "scr_recruit_info_slash_scr_recruit_info_gml_30_0"
);
_like = stringsetloc(
Shiny Things"Shiny Things", "scr_recruit_info_slash_scr_recruit_info_gml_31_0"
);
_dislike = stringsetloc(
Effort"Effort", "scr_recruit_info_slash_scr_recruit_info_gml_32_0"
);
_chapter = 1;
_level = 2;
_attack = 4;
_defense = 5;
_element = stringsetloc(
JEWEL"JEWEL", "scr_recruit_info_slash_scr_recruit_info_gml_37_0"
);
_dialogue[0] = stringsetloc(
* Hey,Delay 11 boss!Delay 11 I'll have a Dark Candy Starfait!Wait for inputClose Message"* Hey^1, boss^1! I'll have a Dark Candy Starfait!/%", "scr_recruit_info_slash_scr_recruit_info_gml_38_0"
);
break;
case 6:
_sprite = spr_heartenemy_overworld;
_name = stringsetloc(
Hathy"Hathy", "scr_recruit_info_slash_scr_recruit_info_gml_43_0"
);
_desc = stringsetloc(
A heart with a big heart. Always supporting others with her bullets."A heart with a big heart. Always supporting others with her bullets.", "scr_recruit_info_slash_scr_recruit_info_gml_44_0"
);
_like = stringsetloc(
Lip Gloss"Lip Gloss", "scr_recruit_info_slash_scr_recruit_info_gml_45_0"
);
_dislike = stringsetloc(
Drama"Drama", "scr_recruit_info_slash_scr_recruit_info_gml_46_0"
);
_chapter = 1;
_level = 2;
_attack = 4;
_defense = 5;
_element = stringsetloc(
HEART"HEART", "scr_recruit_info_slash_scr_recruit_info_gml_51_0"
);
_dialogue[0] = stringsetloc(
* (Hathy is going to order a heart-foam latte.)Wait for inputClose Message"* (Hathy is going to order a heart-foam latte.)/%", "scr_recruit_info_slash_scr_recruit_info_gml_52_0"
);
break;
case 11:
_sprite = spr_ponman_idle;
_name = stringsetloc(
Ponman"Ponman", "scr_recruit_info_slash_scr_recruit_info_gml_57_0"
);
_desc = stringsetloc(
A simple organism that takes life one square at a time."A simple organism that takes life one square at a time.", "scr_recruit_info_slash_scr_recruit_info_gml_58_0"
);
_like = stringsetloc(
Sleeping"Sleeping", "scr_recruit_info_slash_scr_recruit_info_gml_59_0"
);
_dislike = stringsetloc(
Moving Backwards"Moving Backwards", "scr_recruit_info_slash_scr_recruit_info_gml_60_0"
);
_chapter = 1;
_level = 3;
_attack = 4;
_defense = 5;
_element = stringsetloc(
ORDER"ORDER", "scr_recruit_info_slash_scr_recruit_info_gml_65_0"
);
_dialogue[0] = stringsetloc(
* (Looks like it wants to osmose some flavorful cubes.)Wait for inputClose Message"* (Looks like it wants to osmose some flavorful cubes.)/%", "scr_recruit_info_slash_scr_recruit_info_gml_66_0"
);
break;
case 13:
_sprite = spr_npc_rabbick_clean;
_name = stringsetloc(
Rabbick"Rabbick", "scr_recruit_info_slash_scr_recruit_info_gml_71_0"
);
_desc = stringsetloc(
A real dust bunny. Known to play dirty, but loves to play clean."A real dust bunny. Known to play dirty, but loves to play clean.", "scr_recruit_info_slash_scr_recruit_info_gml_72_0"
);
_like = stringsetloc(
Dusty Places"Dusty Places", "scr_recruit_info_slash_scr_recruit_info_gml_73_0"
);
_dislike = stringsetloc(
Vacuum"Vacuum", "scr_recruit_info_slash_scr_recruit_info_gml_74_0"
);
_chapter = 1;
_level = 4;
_attack = 4;
_defense = 5;
_element = stringsetloc(
RABBIT:DUST"RABBIT:DUST", "scr_recruit_info_slash_scr_recruit_info_gml_79_0"
);
_dialogue[0] = stringsetloc(
* (Looks like it wants to be dabbed with rubbing alcohol.)Wait for inputClose Message"* (Looks like it wants to be dabbed with rubbing alcohol.)/%", "scr_recruit_info_slash_scr_recruit_info_gml_80_0"
);
break;
case 14:
_sprite = spr_blockguy_spared;
_name = stringsetloc(
Bloxer"Bloxer", "scr_recruit_info_slash_scr_recruit_info_gml_85_0"
);
_desc = stringsetloc(
A shape changing fighter. Ironically, blocking is not its forte."A shape changing fighter. Ironically, blocking is not its forte.", "scr_recruit_info_slash_scr_recruit_info_gml_86_0"
);
_like = stringsetloc(
Cross-Trainers"Cross-Trainers", "scr_recruit_info_slash_scr_recruit_info_gml_87_0"
);
_dislike = stringsetloc(
Formal Shoewear"Formal Shoewear", "scr_recruit_info_slash_scr_recruit_info_gml_88_0"
);
_chapter = 1;
_level = 4;
_attack = 4;
_defense = 5;
_element = stringsetloc(
FIGHT"FIGHT", "scr_recruit_info_slash_scr_recruit_info_gml_93_0"
);
_dialogue[0] = stringsetloc(
* Everything tastes better with a normally-shaped body!Wait for inputClose Message"* Everything tastes better with a normally-shaped body!/%", "scr_recruit_info_slash_scr_recruit_info_gml_94_0"
);
break;
case 15:
_sprite = spr_jigsawry_spared;
_name = stringsetloc(
Jigsawry"Jigsawry", "scr_recruit_info_slash_scr_recruit_info_gml_99_0"
);
_desc = stringsetloc(
It cries tears of joy that you are its boss."It cries tears of joy that you are its boss.", "scr_recruit_info_slash_scr_recruit_info_gml_100_0"
);
_like = stringsetloc(
Fitting In"Fitting In", "scr_recruit_info_slash_scr_recruit_info_gml_101_0"
);
_dislike = stringsetloc(
Susie's Ax"Susie's Ax", "scr_recruit_info_slash_scr_recruit_info_gml_102_0"
);
_chapter = 1;
_level = 1;
_attack = 4;
_defense = 5;
_element = stringsetloc(
MOUSE:PUZZ"MOUSE:PUZZ", "scr_recruit_info_slash_scr_recruit_info_gml_107_0"
);
_dialogue[0] = stringsetloc(
* Lemonade? ...Delay 11 Please.Wait for inputClose Message"* Lemonade? ..^1. Please./%", "scr_recruit_info_slash_scr_recruit_info_gml_108_0"
);
break;
case 20:
_sprite = spr_joker_main;
...