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9
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scr_recruit_infoscr_recruit_info
function 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;
... (global.monstertype[myself]);
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