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