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gml_Object_obj_kk_enemy_Other_11

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