Deltarune script viewer

← back to main script listing

gml_Object_obj_dummyenemy_ch1_Step_0

(view raw script w/o annotations or w/e)
1
if (ambushed == 0)
2
{
3
    scr_ambush_ch1
scr_ambush_ch1

function scr_ambush_ch1() { with (obj_writer_ch1) instance_destroy(); with (obj_face_ch1) instance_destroy(); global.charturn = 3; global.mnfight = 1; global.myfight = -1; }
();
4
    ambushed = 1;
5
}
6
if (plot != 3)
7
{
8
    global.charmove[0] = 1;
9
    global.charmove[1] = 0;
10
    if (global.charspecial[0] == 100)
11
        spare_used = 1;
12
    else
13
        spare_used = 0;
14
}
15
else
16
{
17
    global.charmove[0] = 0;
18
    global.charmove[1] = 1;
19
    if (global.charspecial[1] == 100)
20
        ral_wrongcommand = 1;
21
    if (global.charaction[1] == 4)
22
        ral_wrongcommand = 1;
23
    if (global.charaction[1] != 2 && global.charaction[1] != 4)
24
    {
25
        with (obj_attackpress_ch1)
26
        {
27
            with (obj_heroparent_ch1)
28
            {
29
                if (state == 1)
30
                    state = 0;
31
                attacked = 0;
32
                itemed = 0;
33
            }
34
            global.mnfight = 1;
35
            global.myfight = -1;
36
            instance_destroy();
37
        }
38
        global.charaction[1] = 0;
39
        global.faceaction[1] = 0;
40
    }
41
}
42
if (global.monster[myself] == 1)
43
{
44
    global.flag[51 + myself] = 4;
45
    commanded = 0;
46
    if (global.mnfight == 1 && talked == 0)
47
    {
48
        global.writerimg[0] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btfight");
49
        global.writerimg[1] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btdefend");
50
        global.writerimg[2] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_bttech");
51
        global.writerimg[3] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btact");
52
        global.writerimg[4] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btspare");
53
        global.writerimg[5] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btitem");
54
        if (attackcon == 0)
55
        {
56
            scr_moveheart_ch1
scr_moveheart_ch1

function scr_moveheart_ch1() { return instance_create_ch1(obj_herokris_ch1.x + 10, obj_herokris_ch1.y + 40, obj_moveheart_ch1); }
();
57
            abletotarget = 1;
58
            if (global.charcantarget[0] == 0 && global.charcantarget[1] == 0 && global.charcantarget[2] == 0)
59
                abletotarget = 0;
60
            mytarget = choose(0);
61
            if (abletotarget == 1)
62
            {
63
                while (global.charcantarget[mytarget] == 0)
64
                    mytarget = choose(0);
65
            }
66
            else
67
            {
68
                target = 3;
69
            }
70
            global.targeted[mytarget] = 1;
71
            attackcon = 1;
72
            instance_create_ch1(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle_ch1);
73
            instance_create_ch1(0, 0, obj_darkener_ch1);
74
        }
75
        global.typer = 45;
76
        global.fc = 2;
77
        global.fe = 1;
78
        global.msg[0] = 
* SkipWait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_81_0")
;
79
        if (plot == 0 && attackcon == 1)
80
        {
81
            global.fe = 0;
82
            global.flag[30 ralsei_hat_state] = 0;
83
            global.msg[0] = 
\E0* See that \cRHEART\cW, Kris?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_87_0")
;
84
            global.msg[1] = 
* That's your \cRSOUL\cW, the culmination of your being!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_88_0")
;
85
            global.msg[2] = 
\EB* Within,Delay 11 it holds your WILL...Delay 11 your COMPASSION...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_89_0")
;
86
            global.msg[3] = 
\E1* ... and the FATE of the world.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_90_0")
;
87
            global.msg[4] = 
\EB* If it gets hit,Delay 11 you and your friends will lose HP.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_91_0")
;
88
            global.msg[5] = 
\E3* If everyone's HP reaches 0,Delay 11 we'll lose the battle.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_92_0")
;
89
            global.msg[6] = 
\E0* So,Delay 11 please take care to avoid the enemy's attack.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_93_0")
;
90
            global.msg[7] = 
\E8* Ready?Delay 11
* Let's try dodging!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_94_0")
;
91
        }
92
        if (plot >= 1)
93
        {
94
            dial = 0;
95
            if (global.charaction[0] == 1)
96
            {
97
                if (dummyhp > global.monsterhp[0])
98
                    dial = 1;
99
                if (dummyhp == global.monsterhp[0] && plot == 1)
100
                    dial = 2;
101
                if (dummyhp == global.monsterhp[0] && misstime == 9 && plot == 2)
102
                {
103
                    dial = 3;
104
                    global.flag[205 tutorial_end] = 6;
105
                }
106
                if (dial == 1 && hitdum >= 3)
107
                {
108
                    hitdum = 4;
109
                    dial = 3;
110
                    global.flag[205 tutorial_end] = 4;
111
                }
112
            }
113
            if (global.charaction[0] == 10 && commanded == 0)
114
            {
115
                global.fe = 0;
116
                global.msg[0] = 
\E0* That's DEFENDING,Delay 11 Kris.Delay 11
* You'll recover TP and take less damage.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_115_0")
;
117
                global.msg[1] = 
\E8* You should learn to ATTACK first,Delay 11 though.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_116_0")
;
118
                if (defendtime == 1)
119
                {
120
                    global.msg[0] = 
\E8* Gee,Delay 11 Kris!Delay 11
* You sure are good at defending!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_120_0")
;
121
                    global.msg[1] = 
\E6* I'm not attacking,Delay 11 you,Delay 11 though, so...
* No need to defend!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_121_0")
;
122
                }
123
                if (defendtime == 2)
124
                {
125
                    global.fe = 1;
126
                    global.msg[0] = 
\E1* Ummm...Delay 11
* Kris?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_127_0")
;
127
                    global.msg[1] = 
\E8* There are no bullets,Delay 11 and you can't use TP...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_128_0")
;
128
                    global.msg[2] = 
\E8* So,Delay 11 umm,Delay 11 maybe you could stop defending?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_129_0")
;
129
                }
130
                if (defendtime == 3)
131
                {
132
                    global.fe = 9;
133
                    global.msg[0] = 
\E9* ...Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_136_0")
;
134
                }
135
                if (plot == 2)
136
                {
137
                    global.writerimg[2] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_bttech");
138
                    global.msg[0] = 
\E8* Great job,Delay 11 Kris!Delay 11
* Now that you've gathered TP -Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_142_0")
;
139
                    global.msg[1] = 
\E0* How about spending that TP on one of my \cYSPELLs\cW?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_143_0")
;
140
                    global.msg[2] = 
* Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_144_0")
;
141
                    global.msg[3] = 
* Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_145_0")
;
142
                    global.msg[4] = 
\E8* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_146_0")
;
143
                    if (global.monsterhp[0] == global.monstermaxhp[0])
144
                    {
145
                        global.msg[2] = 
\E1* If you had,Delay 11 um,Delay 11 hit the enemy,Delay 11 it'd be TIRED now.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_150_0")
;
146
                        global.msg[3] = 
\E0* In that case,Delay 11 we use my \cYPACIFY\cW spell on it...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_151_0")
;
147
                    }
148
                    global.monsterstatus[myself] = 1;
149
                    if (global.monstercomment[myself] == " ")
150
                        global.monstercomment[myself] = 
(Tired)
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Draw_0_gml_4_0")
;
151
                    plot = 3;
152
                    if (defendtime == 4)
153
                        defendtime = 3;
154
                }
155
                if (defendtime >= 4)
156
                {
157
                    dial = 3;
158
                    global.flag[205 tutorial_end] = 5;
159
                }
160
                defendtime += 1;
161
                commanded = 1;
162
            }
163
            if (global.charaction[0] == 4 && commanded == 0)
164
            {
165
                global.fe = 0;
166
                global.msg[0] = 
\E0* Oh,Delay 11 Kris,Delay 11 you found an \cYITEM\cW?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_167_0")
;
167
                global.msg[1] = 
\E1* I figured \cYITEMs\cW are self-explanatory,Delay 11 so...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_168_0")
;
168
                global.msg[2] = 
\E6* Let's skip over them for now,Delay 11 OK?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_169_0")
;
169
                if (item_command == 1)
170
                {
171
                    global.fe = 1;
172
                    global.msg[0] = 
\E3* You really want to learn about \cYITEMS\cW, Kris...?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_174_0")
;
173
                    global.msg[1] = 
\E0* OK,Delay 11 I'll teach you!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_175_0")
;
174
                    global.msg[2] = 
\E1* Errm...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_176_0")
;
175
                    global.msg[3] = 
\E0* You use them,Delay 11 and something happens.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_177_0")
;
176
                    global.msg[4] = 
\E8* ... is that sufficient?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_178_0")
;
177
                }
178
                if (item_command == 2)
179
                {
180
                    global.fe = 6;
181
                    global.msg[0] = 
\E6* Yes,Delay 11 haha,Delay 11 that \cYITEM\cW is very pretty,Delay 11 isn't it?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_184_0")
;
182
                    global.msg[1] = 
\E8* I'm glad you're enjoying yourself,Delay 11 Kris...!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_185_0")
;
183
                }
184
                if (item_command == 3)
185
                {
186
                    global.fe = 0;
187
                    global.msg[0] = 
\E8* Kris,Delay 11 we can find lots more ITEMs on our journey!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_191_0")
;
188
                    global.msg[1] = 
\E0* Which,Delay 11 will continue...Delay 11 after this tutorial.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_192_0")
;
189
                }
190
                if (item_command >= 4)
191
                    dial = 3;
192
                commanded = 1;
193
                item_command += 1;
194
            }
195
            if (ral_wrongcommand == 1 && commanded == 0)
196
            {
197
                global.msg[0] = 
\E8* Kris,Delay 11 please ask me to do a spell.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_206_0")
;
198
                if (ral_wrongcommand_count == 0)
199
                    global.msg[0] = 
\E8* Kris,Delay 11 wouldn't you rather learn about \cYSPELLs\cW?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_211_0")
;
200
                if (ral_wrongcommand_count == 1)
201
                {
202
                    global.msg[0] = 
\E6* Kris,Delay 11 do you...Delay 11 know what a \cYSPELL\cW is?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_216_0")
;
203
                    global.msg[1] = 
\E1* Can humans not even ASK people to use them...?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_217_0")
;
204
                }
205
                if (ral_wrongcommand_count == 2)
206
                    global.msg[0] = 
\E6* Kris,Delay 11 what if you just give me a hand sign?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_222_0")
;
207
                if (ral_wrongcommand_count == 3)
208
                {
209
                    global.msg[0] = 
*\E8 Ummm,Delay 11 if this is too difficult...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_227_0")
;
210
                    global.msg[1] = 
* Let's move to the next lesson,Delay 11 OK?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_228_0")
;
211
                    global.msg[2] = 
* \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_229_0")
;
212
                    global.msg[3] = 
\E8* Can be defeated through various \I3 s of kindness!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_230_0")
;
213
                    global.msg[4] = 
* Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_231_0")
;
214
                    if (plot == 3)
215
                        plot = 4;
216
                    if (global.mercymod[myself] >= 100)
217
                    {
218
                        global.msg[2] = 
\EB* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_237_0")
;
219
                        global.msg[3] = 
\E0* Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_238_0")
;
220
                        global.msg[4] = 
* Now by using the \cYSPARE\cW
(\I4 ) command,Delay 11 you can win!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_239_0")
;
221
                        plot = 5;
222
                    }
223
                }
224
                ral_wrongcommand_count += 1;
225
                commanded = 0;
226
            }
227
            if (global.charaction[1] == 2 && ral_wrongcommand == 0 && commanded == 0)
228
            {
229
                global.msg[0] = 
\E0* Great,Delay 11 Kris!Delay 11 A healing spell works too!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_252_0")
;
230
                global.msg[1] = 
* Now I have just a little more to teach you!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_253_0")
;
231
                global.msg[2] = 
* \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_254_0")
;
232
                global.msg[3] = 
\E8* Can be defeated through various \I3 s of kindness!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_255_0")
;
233
                global.msg[4] = 
\E6* Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_256_0")
;
234
                if (pacifycon == 1)
235
                {
236
                    global.msg[0] = 
\E0* Great,Delay 11 Kris!Delay 11 We would have won the battle by now!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_260_0")
;
237
                    if (global.monsterstatus[myself] == 0)
238
                        global.msg[0] = 
\E0* Great,Delay 11 Kris!Delay 11 If it was TIRED we would have won!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_262_0")
;
239
                }
240
                plot = 4;
241
                if (global.mercymod[myself] >= 100)
242
                {
243
                    global.msg[2] = 
\E0* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_268_0")
;
244
                    global.msg[3] = 
* Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_269_0")
;
245
                    global.msg[4] = 
* Now by using the \cYSPARE\cW
(\I4 ) command,Delay 11 you can win!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_270_0")
;
246
                    plot = 5;
247
                }
248
                commanded = 1;
249
            }
250
            if (spare_used == 1 && commanded == 0)
251
            {
252
                if (plot < 5)
253
                {
254
                    global.fe = 0;
255
                    if (spare_command == 0)
256
                        global.msg[0] = 
\E8* Ah,Delay 11 Kris,Delay 11 don't worry about that command yet!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_282_0")
;
257
                    if (spare_command == 1)
258
                        global.msg[0] = 
\E6* You're really merciful,Delay 11 aren't you,Delay 11 Kris?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_283_0")
;
259
                    if (spare_command >= 2)
260
                        global.msg[0] = 
\E1* Kris,Delay 11 you are aware it's just a dummy,Delay 11 right...?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_284_0")
;
261
                    if (global.mercymod[myself] >= 100)
262
                        win_spare += 1;
263
                    if (win_spare == 1)
264
                    {
265
                        global.fe = 6;
266
                        global.msg[0] = 
\E0* Kris,Delay 11 since you SPARED an enemy after ACTING,Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_289_0")
;
267
                        global.msg[1] = 
\E1* You would have won in a real battle, but, um...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_290_0")
;
268
                        global.msg[2] = 
\E0* Don't you want to learn other things,Delay 11 first?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_291_0")
;
269
                    }
270
                    if (win_spare == 2)
271
                    {
272
                        global.fe = 6;
273
                        global.msg[0] = 
\E0* I see...Delay 11 Then,Delay 11 perhaps we can just end here.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_296_0")
;
274
                        global.msg[1] = 
\E1* You know how to win peacefully, so...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_297_0")
;
275
                        global.msg[2] = 
\E8* That's good enough for me!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_298_0")
;
276
                        won = 1;
277
                    }
278
                }
279
                if (plot == 5)
280
                {
281
                    global.msg[0] = 
\E0* Great job,Delay 11 Kris!Delay 11
* That'd be the end in a real battle!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_307_0")
;
282
                    global.msg[1] = 
\E8* I'm really happy I had the chance to teach you,Delay 11 Kris!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_308_0")
;
283
                    won = 1;
284
                }
285
                spare_used = 0;
286
                spare_command += 1;
287
                commanded = 1;
288
            }
289
            if (dial == 1)
290
            {
291
                if (plot == 1)
292
                {
293
                    global.fe = 3;
294
                    if (dummyhp > (global.monsterhp[0] + 50))
295
                    {
296
                        global.msg[0] = 
\E3* W-wow,Delay 11 Kris!Delay 11
* That was an amazing attack!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_327_0")
;
297
                        global.msg[1] = 
\E8* Have you done this before or something...?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_328_0")
;
298
                    }
299
                    else
300
                    {
301
                        global.msg[0] = 
\E0* Good job,Delay 11 Kris!Delay 11
* By the way,Delay 11 you'll do more damage...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_332_0")
;
302
                        global.msg[1] = 
\E8* Pressing
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_333_0")
+ scr_get_input_name_ch1
scr_get_input_name_ch1

function scr_get_input_name_ch1(arg0) { var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4) +
when the cursor enters the box on the left!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_333_1")
;
303
                    }
304
                    if (misstime >= 6)
305
                    {
306
                        global.fe = 8;
307
                        global.msg[0] = 
\E3* Kris!Delay 11
* You did it!!!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_338_0")
;
308
                        global.msg[1] = 
\E8* (I was really just about at my limit...)Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_339_0")
;
309
                    }
310
                    global.msg[2] = 
\E0* OK, next let's try DEFENDING. (\I1 )Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_341_0")
;
311
                    global.msg[3] = 
* Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_342_0")
;
312
                    global.msg[4] = 
* Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_343_0")
;
313
                    global.msg[5] = 
* (Watch the orange big bar on the left!Delay 11 I'll explain it next!)Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_344_0")
;
314
                    plot = 2;
315
                    if (defendtime >= 1)
316
                    {
317
                        global.msg[2] = 
\E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_348_0")
;
318
                        global.msg[3] = 
* The big orange TP bar on the left filled up a bit!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_349_0")
;
319
                        global.msg[4] = 
* How about spending that TP on one of my \cYSPELLs\cW?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_350_0")
;
320
                        global.msg[5] = 
* Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_351_0")
;
321
                        global.msg[6] = 
* Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_352_0")
;
322
                        global.msg[7] = 
* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_353_0")
;
323
                        plot = 3;
324
                    }
325
                }
326
                else
327
                {
328
                    if (hitdum == 0)
329
                    {
330
                        global.fe = 1;
331
                        global.msg[0] = 
\E1* Ummm...Delay 11 Kris?Delay 11
* You don't need to hit it anymore.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_364_0")
;
332
                        global.msg[1] = 
\E8* I already know you're great at attacking!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_365_0")
;
333
                    }
334
                    if (hitdum == 1)
335
                    {
336
                        global.fe = 1;
337
                        global.msg[0] = 
\E1* U-umm,Delay 11 Kris...Delay 11 H-How do I put this...?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_372_0")
;
338
                        global.msg[1] = 
\E1* Kris,Delay 11 seeing you,Delay 11 um,Delay 11 attack an effigy of myself...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_373_0")
;
339
                        global.msg[2] = 
\E6* ... Kris,Delay 11 are you trying to say something?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_374_0")
;
340
                    }
341
                    if (hitdum == 2)
342
                    {
343
                        global.fe = 6;
344
                        global.msg[0] = 
\E6* Ah,Delay 11 Kris...Delay 11 I...Delay 11 um,Delay 11 I think I understand.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_380_0")
;
345
                        global.msg[1] = 
\E1* W-Delay 11well,Delay 11 if...Delay 11 during our adventure,Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_381_0")
;
346
                        global.msg[2] = 
\E7* ... if you want to hit me,Delay 11 that's OK,Delay 11 too!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_382_0")
;
347
                    }
348
                    if (hitdum >= 3)
349
                        dial = 3;
350
                    hitdum += 1;
351
                }
352
            }
353
            if (dial == 2)
354
            {
355
                global.fe = 3;
356
                global.msg[0] = 
\E3* Oh,Delay 11 sorry,Delay 11 Kris!Delay 11
* I forgot to mention!Delay 11
* When you're ATTACKing...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_398_0")
;
357
                global.msg[1] = 
\E8* Press
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_399_0")
+ scr_get_input_name_ch1
scr_get_input_name_ch1

function scr_get_input_name_ch1(arg0) { var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4) +
again when the cursor goes in the box!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_399_1")
;
358
                if (misstime >= 1)
359
                {
360
                    global.fe = 8;
361
                    global.msg[0] = 
\E8* It's OK,Delay 11 Kris!Delay 11
* You'll get it!Delay 11
* Try again!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_403_0")
;
362
                    if (misstime == 2)
363
                        global.msg[0] = 
\E8* Press
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_404_0")
+ scr_get_input_name_ch1
scr_get_input_name_ch1

function scr_get_input_name_ch1(arg0) { var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4) +
when the white rectangle's in the blue box!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_404_1")
;
364
                    if (misstime == 3)
365
                        global.msg[0] = 
\E6* Ummm...Delay 11 you can press
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_405_0")
+ scr_get_input_name_ch1
scr_get_input_name_ch1

function scr_get_input_name_ch1(arg0) { var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4) +
a lot,Delay 11 if it helps!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_405_1")
;
366
                    if (misstime == 4)
367
                        global.msg[0] = 
\E6* Kris...Delay 11
* Please try to press
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_406_0")
+ scr_get_input_name_ch1
scr_get_input_name_ch1

function scr_get_input_name_ch1(arg0) { var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4) +
.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_406_1")
;
368
                    if (misstime == 5)
369
                        global.msg[0] = 
\E6* Ummm,Delay 11 Kris?Delay 11
* Can you see the white rectangle?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_407_0")
;
370
                    if (misstime == 6)
371
                        global.msg[0] = 
\E8* You know rectangles?Delay 11
* They're like messed-up squares?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_408_0")
;
372
                    if (misstime == 7)
373
                    {
374
                        global.fe = 9;
375
                        global.msg[0] = 
\E9* ...Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_412_0")
;
376
                    }
377
                    if (misstime == 8)
378
                    {
379
                        global.fe = 1;
380
                        global.msg[0] = 
\E6* Umm,Delay 11 perhaps we should try something else?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_417_0")
;
381
                        plot = 2;
382
                        if (defendtime >= 1)
383
                        {
384
                            global.msg[0] = 
\E6* Umm,Delay 11 perhaps we should try something else?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_421_0")
;
385
                            global.msg[1] = 
\E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_422_0")
;
386
                            global.msg[2] = 
* The big orange TP bar on the left filled up a bit!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_423_0")
;
387
                            global.msg[3] = 
* How about spending that TP on one of my \cYSPELLs\cW?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_424_0")
;
388
                            global.msg[4] = 
* Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_425_0")
;
389
                            global.msg[5] = 
* Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_426_0")
;
390
                            global.msg[6] = 
* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_427_0")
;
391
                            plot = 3;
392
                        }
393
                    }
394
                }
395
                misstime += 1;
396
            }
397
            if (dial == 3)
398
            {
399
                global.fe = 9;
400
                global.msg[0] = 
\E9* ...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_441_0")
;
401
                global.msg[1] = 
\E8* Kris,Delay 11 I think I've,Delay 11 um,Delay 11 perhaps...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_442_0")
;
402
                global.msg[2] = 
\E1* Reached the limits of what I can teach you today.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_443_0")
;
403
                global.msg[3] = 
\E0* Let's go find Susie.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_444_0")
;
404
                if (hitdum >= 4)
405
                {
406
                    global.msg[0] = 
\E9* Kris,Delay 11 I don't mean to interrupt,Delay 11 but...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_447_0")
;
407
                    global.msg[1] = 
\E3* You're going to break the dummy at this rate.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_448_0")
;
408
                    global.msg[2] = 
\E1* I suppose we'll have to stop here for now.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_449_0")
;
409
                }
410
                won = 1;
411
                global.myfight = 999;
412
                global.mnfight = 999;
413
            }
414
        }
415
        scr_battletext_ch1
scr_battletext_ch1

function scr_battletext_ch1() { xx = __view_get(e__VW.XView, 0); yy = __view_get(e__VW.YView, 0); if (global.fc != 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); if (global.fc == 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1); with (battlewriter) { dialoguer = 1; facer = 1; if (global.fc == 0 && originalcharline == 33) charline = 26; } return battlewriter; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
();
416
        if (global.msg[0] == 
* SkipWait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_463_0")
)
417
        {
418
            with (obj_writer_ch1)
419
                instance_destroy();
420
        }
421
        acting = 0;
422
        spare_used = 0;
423
        dummyhp = global.monsterhp[myself];
424
        talked = 1;
425
        talktimer = 0;
426
        ral_wrongcommand = 0;
427
    }
428
    if (global.mnfight == 9786 && attacked == 0)
429
    {
430
        turns += 1;
431
        global.turntimer = -1;
432
        scr_mnendturn_ch1
scr_mnendturn_ch1

function scr_mnendturn_ch1() { if (global.char[0] == 2) sus = 0; if (global.char[1] == 2) sus = 1; if (global.char[2] == 2) sus = 2; techwon = 0; if (scr_monsterpop_ch1() == 0) techwon = 1; if (techwon == 0) { scr_battlecursor_memory_reset_ch1(); global.mnfight = 0; global.myfight = 0; global.bmenuno = 0; global.charturn = 0; skip = 0; for (i = 0; i < 3; i += 1) { with (global.charinstance[i]) tu = 0; hptarget = global.char[i]; if (global.char[i] != 0 && global.hp[hptarget] <= 0) { healamt = ceil(global.maxhp[hptarget] / 8); dmgwr = instance_create_ch1(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter_ch1); with (dmgwr) { delay = 1; type = 3; } dmgwr.damage = scr_heal_ch1(i, healamt); if (global.hp[hptarget] >= 1) { with (dmgwr) specialmessage = 4; } } } if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1) global.charturn = 1; if (global.charturn == 1) { if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1) global.charturn = 2; } if (global.charturn == 2) { if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1) skip = 1; } for (i = 0; i < 3; i += 1) { global.acting[i] = 0; global.temptension[i] = global.tension; global.charspecial[i] = 0; global.targeted[i] = 0; global.charaction[i] = 0; global.faceaction[i] = 0; } with (obj_monsterparent_ch1) { attacked = 0; talked = 0; acting = 0; } if (skip == 1) { if (global.char[0] == 2 && global.charauto[2] == 1) { global.acting[0] = 1; global.myfight = 3; } scr_endturn_ch1(); } for (i = 0; i < 12; i += 1) { for (j = 0; j < 3; j += 1) tempitem[i][j] = global.item[i]; } } else { scr_wincombat_ch1(); } }
();
433
        attacked = 1;
434
        rr = floor(random(0));
435
        global.typer = 6;
436
        global.fc = 0;
437
        if (rr == 0)
438
            global.battlemsg[0] = 
* Ralsei looks on expectedly.
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_489_0")
;
439
    }
440
    if (talked == 1 && global.mnfight == 1)
441
    {
442
        if (won == 0)
443
        {
444
            rtimer = 0;
445
            scr_blconskip_ch1
scr_blconskip_ch1

function scr_blconskip_ch1(arg0) { if (arg0 != -1) { if (button1_p_ch1() && talktimer > arg0) talktimer = talkmax; talktimer += 1; if (talktimer >= talkmax) { with (obj_writer_ch1) instance_destroy(); global.mnfight = 2; } } if (arg0 == -1) { if (instance_exists(obj_writer_ch1) == false) global.mnfight = 2; } }
(-1);
446
            if (global.mnfight == 2 && attackcon == 1)
447
            {
448
                if (!instance_exists(obj_moveheart_ch1) && !instance_exists(obj_heart_ch1))
449
                    scr_moveheart_ch1
scr_moveheart_ch1

function scr_moveheart_ch1() { return instance_create_ch1(obj_herokris_ch1.x + 10, obj_herokris_ch1.y + 40, obj_moveheart_ch1); }
();
450
                if (!instance_exists(obj_growtangle_ch1))
451
                    instance_create_ch1(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle_ch1);
452
            }
453
        }
454
        else if (!instance_exists(obj_writer_ch1))
455
        {
456
            scr_monsterdefeat_ch1
scr_monsterdefeat_ch1

function scr_monsterdefeat_ch1() { if (global.monster[myself] == 1) { global.monstergold[3] += global.monstergold[myself]; global.monsterexp[3] += global.monsterexp[myself]; global.monster[myself] = 0; if (global.flag[51 + myself] == 0) { global.flag[51 + myself] = 2; if (global.monsterhp[myself] <= 0) global.flag[51 + myself] = 1; } if (global.flag[51 + myself] == 1) global.flag[40 violences] += 1; if (global.flag[51 + myself] == 2) global.flag[41 spares] += 1; if (global.flag[51 + myself] == 3) global.flag[42 pacifies] += 1; if (global.flag[51 + myself] == 5) global.flag[43 autosusie_violences] += 1; if (scr_monsterpop_ch1() == 0) { _amt_add = 0; _violenced = 0; _spared = 0; _pacified = 0; for (d_i = 0; d_i < 3; d_i += 1) { if (global.flag[51 + d_i] != 0) _amt_add += 1; if (global.flag[51 + d_i] == 1) _violenced += 1; if (global.flag[51 + d_i] == 2) _spared += 1; if (global.flag[51 + d_i] == 3) _pacified += 1; } if (_pacified > 0) global.flag[50 last_encounter_end] = 3; if (_spared > 0) global.flag[50 last_encounter_end] = 2; if (_violenced > 0) global.flag[50 last_encounter_end] = 1; } event_user(11); } }
();
457
            scr_mnendturn_ch1
scr_mnendturn_ch1

function scr_mnendturn_ch1() { if (global.char[0] == 2) sus = 0; if (global.char[1] == 2) sus = 1; if (global.char[2] == 2) sus = 2; techwon = 0; if (scr_monsterpop_ch1() == 0) techwon = 1; if (techwon == 0) { scr_battlecursor_memory_reset_ch1(); global.mnfight = 0; global.myfight = 0; global.bmenuno = 0; global.charturn = 0; skip = 0; for (i = 0; i < 3; i += 1) { with (global.charinstance[i]) tu = 0; hptarget = global.char[i]; if (global.char[i] != 0 && global.hp[hptarget] <= 0) { healamt = ceil(global.maxhp[hptarget] / 8); dmgwr = instance_create_ch1(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter_ch1); with (dmgwr) { delay = 1; type = 3; } dmgwr.damage = scr_heal_ch1(i, healamt); if (global.hp[hptarget] >= 1) { with (dmgwr) specialmessage = 4; } } } if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1) global.charturn = 1; if (global.charturn == 1) { if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1) global.charturn = 2; } if (global.charturn == 2) { if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1) skip = 1; } for (i = 0; i < 3; i += 1) { global.acting[i] = 0; global.temptension[i] = global.tension; global.charspecial[i] = 0; global.targeted[i] = 0; global.charaction[i] = 0; global.faceaction[i] = 0; } with (obj_monsterparent_ch1) { attacked = 0; talked = 0; acting = 0; } if (skip == 1) { if (global.char[0] == 2 && global.charauto[2] == 1) { global.acting[0] = 1; global.myfight = 3; } scr_endturn_ch1(); } for (i = 0; i < 12; i += 1) { for (j = 0; j < 3; j += 1) tempitem[i][j] = global.item[i]; } } else { scr_wincombat_ch1(); } }
();
458
        }
459
    }
460
    if (global.mnfight == 2 && attacked == 0)
461
    {
462
        if (attackcon != 1)
463
            rtimer = 8;
464
        rtimer += 1;
465
        if (rtimer >= 8)
466
        {
467
            rr = choose(0);
468
            if (rr == 0)
469
            {
470
                dc = instance_create_ch1(x, y, obj_dbulletcontroller_ch1);
471
                dc.type = 14;
472
                dc.target = mytarget;
473
                dc.damage = global.monsterat[myself] * 5;
474
            }
475
            turns += 1;
476
            global.turntimer = 150;
477
            if (attackcon == 1)
478
                battlecancel = 2;
479
            if (attackcon != 1)
480
            {
481
                global.turntimer = -100;
482
                with (dc)
483
                    instance_destroy();
484
            }
485
            attackcon = 2;
486
            attacked = 1;
487
            global.typer = 6;
488
            global.fc = 0;
489
            global.battlemsg[0] = 
* What?
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_548_0")
;
490
            global.writerimg[0] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btfight");
491
            global.writerimg[1] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btdefend");
492
            global.writerimg[2] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_bttech");
493
            global.writerimg[3] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btact");
494
            global.writerimg[4] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btspare");
495
            global.writerimg[5] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btitem");
496
            global.fc = 0;
497
            if (plot == 1)
498
                global.battlemsg[0] = 
* Let's try FIGHTing!
(\I0 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_556_0")
;
499
            if (plot == 2)
500
                global.battlemsg[0] = 
* Let's try DEFENDing!
(\I1 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_557_0")
;
501
            if (plot == 3)
502
                global.battlemsg[0] = 
* Let's try SPELLs!
(\I2 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_558_0")
;
503
            if (plot == 4)
504
                global.battlemsg[0] = 
* Let's ACT!
(\I3 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_559_0")
;
505
            if (plot == 5)
506
                global.battlemsg[0] = 
* Let's SPARE!
(\I4 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_560_0")
;
507
            spare_used = 0;
508
            ral_wrongcommand = 0;
509
        }
510
        else
511
        {
512
            global.turntimer = 150;
513
        }
514
    }
515
    if (global.mnfight == 2)
516
    {
517
        if (global.turntimer <= 1)
518
        {
519
            if (battlecancel == 2)
520
            {
521
                with (obj_battlecontroller_ch1)
522
                    noreturn = 1;
523
                con = 1;
524
                battlecancel = 3;
525
            }
526
        }
527
    }
528
}
529
if (con == 1)
530
{
531
    con = 2;
532
    alarm[5] = 2;
533
}
534
if (con == 3)
535
{
536
    global.typer = 45;
537
    global.fc = 2;
538
    global.fe = 0;
539
    global.writerimg[0] = scr_84_get_sprite_ch1
scr_84_get_sprite_ch1

function scr_84_get_sprite_ch1(arg0) { return ds_map_find_value(global.chemg_sprite_map, arg0); }
("spr_btfight");
540
    global.msg[0] = 
* Great job,Delay 11 Kris!Delay 11
* You're a natural!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_598_0")
;
541
    if (kris_inithp > global.hp[1])
542
    {
543
        global.fe = 6;
544
        global.msg[0] = 
\E6* Ouch,Delay 11 it's OK,Delay 11 Kris!Delay 11 You're still learning!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_602_0")
;
545
    }
546
    global.msg[1] = 
\E8* Anyhow,Delay 11 after the enemy attacks,Delay 11 it's our turn,Delay 11 Kris!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_604_0")
;
547
    global.msg[2] = 
\E0* First,Delay 11 I'll teach you how to \cYFIGHT\cW (\I0 ).Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_605_0")
;
548
    global.msg[3] = 
\E1* Though \cYFIGHTing\cW is unnecessary in this world...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_606_0")
;
549
    global.msg[4] = 
\E8* There's no harm in a thorough lesson!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_607_0")
;
550
    global.battlemsg[0] = 
* Let's try FIGHTing!
(\I0 )
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_610_0")
;
551
    scr_battletext_ch1
scr_battletext_ch1

function scr_battletext_ch1() { xx = __view_get(e__VW.XView, 0); yy = __view_get(e__VW.YView, 0); if (global.fc != 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); if (global.fc == 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1); with (battlewriter) { dialoguer = 1; facer = 1; if (global.fc == 0 && originalcharline == 33) charline = 26; } return battlewriter; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
();
552
    con = 6;
553
}
554
if (con == 6 && !instance_exists(obj_writer_ch1))
555
{
556
    with (obj_battlecontroller_ch1)
557
    {
558
        noreturn = 0;
559
alarm[2]
560
    }
561
    battlecancel = 0;
562
    if (plot == 0)
563
        plot = 1;
564
    con = 7;
565
}
566
if (global.myfight == 3)
567
{
568
    xx = __view_get(e__VW.XView, 0);
569
    yy = __view_get(e__VW.YView, 0);
570
    if (acting == 1 && actcon == 0)
571
    {
572
        actcon = 1;
573
        global.msg[0] = 
* DUMMY - AT 0 DF 0
* Cotton heart and button eye
* Looks just like a fluffy guy.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_642_0")
;
574
        if (checked == 0)
575
        {
576
            global.msg[0] = 
* DUMMY - AT 0 DF 0
* Cotton heart and button eye
* Looks just like a fluffy guy.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_645_0")
;
577
            scr_ralface_ch1
scr_ralface_ch1

function scr_ralface_ch1(arg0, arg1) { global.msg[arg0] = scr_84_get_subst_string_ch1(
\TX \F0 \E~1 \FR \TR Close Message
scr_84_get_lang_string_ch1("scr_ralface_slash_scr_ralface_gml_1_0")
, string(arg1)); }
(1, 6);
578
            global.msg[2] = 
* Er,Delay 11 sorry,Delay 11 it kind of looks like me...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_647_0")
;
579
            global.msg[3] = 
\E1* I've been alone,Delay 11 so I didn't have anyone to model it after...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_648_0")
;
580
            global.msg[4] = 
\E6* Kris,Delay 11 since it's me,Delay 11 please be kind to it,Delay 11 OK?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_649_0")
;
581
        }
582
        checked += 1;
583
        scr_battletext_default_ch1
scr_battletext_default_ch1

function scr_battletext_default_ch1() { global.fc = 0; global.typer = 4; scr_battletext_ch1(); return battlewriter; }
();
584
    }
585
    if (acting == 2 && actcon == 0)
586
    {
587
        actcon = 10;
588
        with (obj_herokris_ch1)
589
        {
590
            global.faceaction[myself] = 0;
591
            state = 0;
592
            acttimer = 0;
593
        }
594
        global.msg[0] = 
* You hug the DUMMY.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_666_0")
;
595
        scr_battletext_default_ch1
scr_battletext_default_ch1

function scr_battletext_default_ch1() { global.fc = 0; global.typer = 4; scr_battletext_ch1(); return battlewriter; }
();
596
    }
597
    if (actcon == 1 && !instance_exists(obj_writer_ch1))
598
    {
599
        global.acting[0] = 0;
600
        global.acting[1] = 0;
601
        global.acting[2] = 0;
602
        actcon = 0;
603
        acting = -1;
604
        scr_attackphase_ch1
scr_attackphase_ch1

function scr_attackphase_ch1() { with (obj_battlecontroller_ch1) { techwon = 0; if (scr_monsterpop_ch1() == 0) techwon = 1; if (techwon == 0) { fightphase = 1; global.charturn = 3; if (global.charaction[0] == 4 || global.charaction[0] == 2) fightphase = 0; if (global.charaction[1] == 4 || global.charaction[1] == 2) fightphase = 0; if (global.charaction[2] == 4 || global.charaction[2] == 2) fightphase = 0; if (global.myfight == 4) fightphase = 1; if (fightphase == 1) { global.myfight = 1; instance_create_ch1(xx + 2, yy + 365, obj_attackpress_ch1); } else { global.myfight = 4; instance_create_ch1(0, 0, obj_spellphase_ch1); } } else { scr_wincombat_ch1(); } } }
();
605
    }
606
    if (actcon == 10)
607
    {
608
        with (global.charinstance[0])
609
            visible = 0;
610
        k = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(global.charinstance[0].x, global.charinstance[0].y, spr_kris_hug_ch1);
611
        with (k)
612
            scr_move_to_point_over_time_ch1
scr_move_to_point_over_time_ch1

function scr_move_to_point_over_time_ch1(arg0, arg1, arg2) { _mmm = instance_create_ch1(x, y, obj_move_to_point_ch1); _mmm.target = id; _mmm.movex = arg0; _mmm.movey = arg1; _mmm.movemax = arg2; }
(global.monsterx[0] - 42, global.monstery[0] - 30, 15);
613
        actcon = 11;
614
        alarm[4] = 25;
615
    }
616
    if (actcon == 12)
617
    {
618
        with (k)
619
            image_speed = 0.25;
620
        actcon = 13;
621
        alarm[4] = 12;
622
    }
623
    if (actcon == 14)
624
    {
625
        with (k)
626
            image_speed = 0;
627
        actcon = 15;
628
    }
629
    if (actcon == 15 && !instance_exists(obj_writer_ch1))
630
    {
631
        global.flag[205 tutorial_end] = 1;
632
        global.typer = 45;
633
        global.fc = 2;
634
        global.fe = 0;
635
        global.msg[0] = 
* How caring,Delay 11 Kris!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_711_0")
;
636
        if (plot == 5)
637
        {
638
            global.msg[0] = 
* That's great,Delay 11 Kris!Delay 11
* Just one hug is enough,Delay 11 though!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_714_0")
;
639
            if (hugtime >= 1)
640
                global.msg[0] = 
\E8* Kris,Delay 11 you don't need to hug it anymore.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_715_0")
;
641
            hugtime += 1;
642
        }
643
        if (plot == 1)
644
        {
645
            global.fe = 3;
646
            global.msg[0] = 
* Huh...?Delay 11 Kris,Delay 11 you'd rather hug it out than fight?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_722_0")
;
647
            global.msg[1] = 
\E1* ...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_723_0")
;
648
            global.msg[2] = 
\E8* You know what,Delay 11 that's fine!Delay 11 We don't need to fight!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_724_0")
;
649
            global.msg[3] = 
* OK, next let's try DEFENDING. (\I1 )Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_725_0")
;
650
            global.msg[4] = 
* Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_726_0")
;
651
            global.msg[5] = 
* Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_727_0")
;
652
            global.msg[6] = 
* (Watch the orange big bar on the left!Delay 11 I'll explain it next!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_728_0")
;
653
            plot = 2;
654
            if (defendtime >= 1)
655
            {
656
                global.msg[3] = 
* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_733_0")
;
657
                global.msg[4] = 
* The big orange TP bar on the left filled up a bit!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_734_0")
;
658
                global.msg[5] = 
* How about spending that TP on one of my \cYSPELLs\cW?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_735_0")
;
659
                global.msg[6] = 
* Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_736_0")
;
660
                global.msg[7] = 
* Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_737_0")
;
661
                global.msg[8] = 
* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_738_0")
;
662
                plot = 3;
663
            }
664
        }
665
        if (plot == 4)
666
        {
667
            global.fe = 8;
668
            global.msg[0] = 
* Aww,Delay 11 that's great,Delay 11 Kris!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_746_0")
;
669
            global.msg[1] = 
\E0* Each enemy has different ACTs that satisfy them.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_747_0")
;
670
            global.msg[2] = 
* When an enemy is satisfied,Delay 11 its name turns \cYYELLOW\cW.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_748_0")
;
671
            global.msg[3] = 
* When that happens,Delay 11 you can defeat it by SPARING (\I4 ) it!Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_749_0")
;
672
            global.msg[4] = 
* If we \cYSPARE\cW all the enemies we meet,Delay 11 we'll never have to \cYFIGHT\cW!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_750_0")
;
673
            plot = 5;
674
        }
675
        scr_battletext_ch1
scr_battletext_ch1

function scr_battletext_ch1() { xx = __view_get(e__VW.XView, 0); yy = __view_get(e__VW.YView, 0); if (global.fc != 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); if (global.fc == 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1); with (battlewriter) { dialoguer = 1; facer = 1; if (global.fc == 0 && originalcharline == 33) charline = 26; } return battlewriter; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
();
676
        actcon = 16;
677
    }
678
    if (actcon == 16 && !instance_exists(obj_writer_ch1))
679
    {
680
        with (myface)
681
            instance_destroy();
682
        with (k)
683
            image_speed = -0.25;
684
        actcon = 17;
685
        alarm[4] = 12;
686
    }
687
    if (actcon == 18)
688
    {
689
        with (k)
690
            image_speed = 0;
691
        with (k)
692
            scr_move_to_point_over_time_ch1
scr_move_to_point_over_time_ch1

function scr_move_to_point_over_time_ch1(arg0, arg1, arg2) { _mmm = instance_create_ch1(x, y, obj_move_to_point_ch1); _mmm.target = id; _mmm.movex = arg0; _mmm.movey = arg1; _mmm.movemax = arg2; }
(global.charinstance[0].x, global.charinstance[0].y, 15);
693
        actcon = 19;
694
        alarm[4] = 25;
695
    }
696
    if (actcon == 20)
697
    {
698
        with (k)
699
            instance_destroy();
700
        global.mercymod[0] = 100;
701
        global.mercymod[1] = 100;
702
        global.charinstance[0].visible = 1;
703
        actcon = 1;
704
    }
705
    if (acting == 3 && actcon == 0)
706
    {
707
        makekris = 0;
708
        with (obj_herokris_ch1)
709
        {
710
            global.faceaction[myself] = 0;
711
            state = 0;
712
            acttimer = 0;
713
        }
714
        with (obj_heroralsei_ch1)
715
        {
716
            global.faceaction[myself] = 0;
717
            state = 0;
718
            acttimer = 0;
719
        }
720
        actcon = 30;
721
        global.msg[0] = 
* You hug RALSEI.Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_808_0")
;
722
        scr_battletext_default_ch1
scr_battletext_default_ch1

function scr_battletext_default_ch1() { global.fc = 0; global.typer = 4; scr_battletext_ch1(); return battlewriter; }
();
723
    }
724
    if (actcon == 30)
725
    {
726
        makekris = 1;
727
        maker = 0;
728
        with (global.charinstance[0])
729
            visible = 0;
730
        k = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(global.charinstance[0].x, global.charinstance[0].y, spr_kris_hug_ch1);
731
        with (k)
732
            scr_move_to_point_over_time_ch1
scr_move_to_point_over_time_ch1

function scr_move_to_point_over_time_ch1(arg0, arg1, arg2) { _mmm = instance_create_ch1(x, y, obj_move_to_point_ch1); _mmm.target = id; _mmm.movex = arg0; _mmm.movey = arg1; _mmm.movemax = arg2; }
(obj_heroralsei_ch1.x - 24, obj_heroralsei_ch1.y + 10, 15);
733
        actcon = 31;
734
        alarm[4] = 25;
735
    }
736
    if (actcon == 32)
737
    {
738
        maker = 1;
739
        with (obj_heroralsei_ch1)
740
            visible = 0;
741
        rb = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(obj_heroralsei_ch1.x, obj_heroralsei_ch1.y, spr_ralseil_blush_ch1);
742
        with (k)
743
            image_speed = 0.25;
744
        actcon = 33;
745
        alarm[4] = 12;
746
    }
747
    if (actcon == 34)
748
    {
749
        with (k)
750
            image_speed = 0;
751
        actcon = 35;
752
    }
753
    if (actcon == 35 && !instance_exists(obj_writer_ch1))
754
    {
755
        global.typer = 45;
756
        global.fc = 2;
757
        global.fe = 2;
758
        global.msg[0] = 
* K...Delay 11 Kris!?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_846_0")
;
759
        if (r_hugtime == 0)
760
        {
761
            global.msg[0] = 
* K...Delay 11 Kris!?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_850_0")
;
762
            global.msg[1] = 
\E8* Ummm,Delay 11 I don't think,Delay 11 um...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_851_0")
;
763
            global.msg[2] = 
* This is what you're supposed to be doing.Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_852_0")
;
764
            global.msg[3] = 
\E2* ... but...Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_853_0")
;
765
        }
766
        if (r_hugtime == 1)
767
        {
768
            global.msg[0] = 
* Kris...?Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_858_0")
;
769
            global.msg[1] = 
\E2* Are you trying,Delay 11 to,Delay 11 um...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_859_0")
;
770
            global.msg[2] = 
\E6* Ask me to give you a tutorial on hugging...?Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_860_0")
;
771
        }
772
        if (r_hugtime == 2)
773
        {
774
            global.msg[0] = 
* Ummm,Delay 11 I've never hugged anyone before...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_868_0")
;
775
            global.msg[1] = 
\E1* (Besides the dummy,Delay 11 to test it out,)Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_869_0")
;
776
            global.msg[2] = 
\E2* So I don't know anything about it,Delay 11 sorry...Wait for input
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_870_0")
;
777
            global.msg[3] = 
\E7* I suppose you're the one teaching me,Delay 11 haha!Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_871_0")
;
778
        }
779
        if (r_hugtime >= 3)
780
            global.msg[0] = 
\E2* ...Wait for inputClose Message
scr_84_get_lang_string_ch1
scr_84_get_lang_string_ch1

function scr_84_get_lang_string_ch1(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_dummyenemy_slash_Step_0_gml_876_0")
;
781
        r_hugtime += 1;
782
        scr_battletext_ch1
scr_battletext_ch1

function scr_battletext_ch1() { xx = __view_get(e__VW.XView, 0); yy = __view_get(e__VW.YView, 0); if (global.fc != 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); if (global.fc == 0) battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1); myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1); with (battlewriter) { dialoguer = 1; facer = 1; if (global.fc == 0 && originalcharline == 33) charline = 26; } return battlewriter; } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
();
783
        actcon = 36;
784
    }
785
    if (actcon == 36 && !instance_exists(obj_writer_ch1))
786
    {
787
        with (myface)
788
            instance_destroy();
789
        with (k)
790
            image_speed = -0.25;
791
        actcon = 37;
792
        alarm[4] = 12;
793
    }
794
    if (actcon == 38)
795
    {
796
        with (k)
797
            image_speed = 0;
798
        with (k)
799
            scr_move_to_point_over_time_ch1
scr_move_to_point_over_time_ch1

function scr_move_to_point_over_time_ch1(arg0, arg1, arg2) { _mmm = instance_create_ch1(x, y, obj_move_to_point_ch1); _mmm.target = id; _mmm.movex = arg0; _mmm.movey = arg1; _mmm.movemax = arg2; }
(global.charinstance[0].x, global.charinstance[0].y, 15);
800
        actcon = 39;
801
        alarm[4] = 25;
802
    }
803
    if (actcon == 40)
804
    {
805
        makekris = 0;
806
        maker = 0;
807
        with (rb)
808
            instance_destroy();
809
        with (obj_heroralsei_ch1)
810
            visible = 1;
811
        with (k)
812
            instance_destroy();
813
        global.charinstance[0].visible = 1;
814
        actcon = 1;
815
    }
816
    if (actcon >= 30 && actcon < 40)
817
    {
818
        if (makekris == 1)
819
        {
820
            with (k)
821
                scr_depth_ch1
scr_depth_ch1

function scr_depth_ch1() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
822
            with (k)
823
                depth -= 100000;
824
        }
825
        if (maker == 1)
826
        {
827
            with (rb)
828
                scr_depth_ch1
scr_depth_ch1

function scr_depth_ch1() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
829
            with (rb)
830
                depth -= 100000;
831
        }
832
    }
833
}
834
if (instance_exists(obj_battlecontroller_ch1) == false)
835
    instance_destroy();
836
837
enum e__VW
838
{
839
    XView,
840
    YView,
841
    WView,
842
    HView,
843
    Angle,
844
    HBorder,
845
    VBorder,
846
    HSpeed,
847
    VSpeed,
848
    Object,
849
    Visible,
850
    XPort,
851
    YPort,
852
    WPort,
853
    HPort,
854
    Camera,
855
    SurfaceID
856
}