|
1
|
rr = choose(0, 0, 0, 0, 1);
|
|
2
|
if (rr == 0)
|
|
3
|
{
|
|
4
|
var sweet_string = stringsetloc(* Sweet shimmies defiantly."* Sweet shimmies defiantly.", "obj_kk_enemy_slash_Other_11_gml_4_0" );
|
|
5
|
var capn_string = stringsetloc(* Cap'n spins his cap around."* Cap'n spins his cap around.", "obj_kk_enemy_slash_Other_11_gml_5_0" );
|
|
6
|
var kk_string = stringsetloc(* K_K is a CD player."* K_K is a CD player.", "obj_kk_enemy_slash_Other_11_gml_6_0" );
|
|
7
|
if (obj_sweet_enemy.dancing == true)
|
|
8
|
sweet_string = stringsetloc(* Sweet is lost in the groove!"* Sweet is lost in the groove!", "obj_kk_enemy_slash_Other_11_gml_8_0" );
|
|
9
|
if (obj_hatguy_enemy.dancing == true)
|
|
10
|
capn_string = stringsetloc(* Cap'n is lost in the groove!"* Cap'n is lost in the groove!", "obj_kk_enemy_slash_Other_11_gml_9_0" );
|
|
11
|
if (dancing == true)
|
|
12
|
kk_string = stringsetloc(* K_K is lost in the groove!"* K_K is lost in the groove!", "obj_kk_enemy_slash_Other_11_gml_10_0" );
|
|
13
|
global.battlemsg[0] = sweet_string + "&" + kk_string + "&" + capn_string;
|
|
14
|
}
|
|
15
|
if (rr == 1)
|
|
16
|
global.battlemsg[0] = stringsetloc(* Smells like music."* Smells like music.", "obj_kk_enemy_slash_Step_0_gml_130_0" );
|
|
17
|
obj_musical_controller.ralseiportrait = 0;
|
|
18
|
if (obj_sweet_enemy.actCounter == 1 && !obj_sweet_enemy.letsdance)
|
|
19
|
{
|
|
20
|
obj_sweet_enemy.letsdance = true;
|
|
21
|
obj_musical_controller.ralseiportrait = 1;
|
|
22
|
global.battlemsg[0] = stringsetloc(* Perhaps if we can get them all to dance, we can win?"* Perhaps if we can get them all to dance, we can win?", "obj_kk_enemy_slash_Step_0_gml_126_0" );
|
|
23
|
}
|
|
24
|
if (obj_sweet_enemy.actCounter == 2 && !obj_sweet_enemy.letsdance2 && obj_musical_controller.happyfeetscene == 0)
|
|
25
|
{
|
|
26
|
obj_sweet_enemy.letsdance2 = true;
|
|
27
|
obj_musical_controller.ralseiportrait = 1;
|
|
28
|
global.battlemsg[0] = stringsetloc(* Kris, just keep trying to dance!"* Kris, just keep trying to dance!", "obj_kk_enemy_slash_Other_11_gml_29_0" );
|
|
29
|
}
|
|
30
|
if (obj_sweet_enemy.actCounter == 3 && !obj_sweet_enemy.letsdance3 && obj_musical_controller.happyfeetscene == 0)
|
|
31
|
{
|
|
32
|
obj_sweet_enemy.letsdance3 = true;
|
|
33
|
obj_musical_controller.ralseiportrait = 1;
|
|
34
|
global.battlemsg[0] = stringsetloc(* U-umm... Kris, maybe if you... keep dancing?"* U-umm... Kris, maybe if you... keep dancing?", "obj_kk_enemy_slash_Other_11_gml_37_0" );
|
|
35
|
}
|