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made w/ Imgflip meme maker
77 views 6 upvotes Made by anonymous 3 years ago in MS_memer_group
35 Comments
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:1
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -
[deleted] M
0 ups, 3y
inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -
[deleted] M
0 ups, 3y
inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -
[deleted] M
0 ups, 3y
inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -
[deleted] M
0 ups, 3y
inv_check = 0
inv_timer += 1
if (global.inv >= 45 && inv_timer >= 5)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 60 && inv_timer >= 4)
{
inv_check = 1
inv_timer = 0
}
if (global.inv >= 75 && inv_timer >= 3)
{
inv_check = 1
inv_timer = 0
}
if (lac >= 4 && global.hp <= 10 && inv_timer >= 2)
{
inv_check = 1
inv_timer = 0
}
if (inv_check == 0)
damageturn = 0
y = (global.idealborder[2] - 130)
if (bounce == 3)
{
siner += 1
yoff = (sin((siner / 18)) * 2)
}
if (bounce == 2)
{
siner += 1
yoff = (sin((siner / 15)) * 4)
}
if (bounce == 1)
{
siner += 1
yoff = sin((siner / 3))
xoff = cos((siner / 6))
}
if (bounce == 0)
{
siner = 0
yoff = 0
xoff = 0
}
if (deadtest == 0)
{
draw_sprite_ext(spr_sansb_legs, 0, x, (y + 90), 2, 2, 0, c_white, 1)
if (movearm == 0)
draw_sprite_ext(spr_sansb_torso, global.flag[20], (x + xoff), ((y + 42) + (yoff / 1.5)), 2, 2, 0, c_white, 1)
if (movearm == 1)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_rightstrike, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 2)
headx = -4
if (arm_i == 4)
headx = -8
if (arm_i == 6)
headx = 10
if (arm_i == 8)
headx = 4
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 2)
{
if (arm_i >= 11)
arm_i = 11
draw_sprite_ext(spr_sansb_handup, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 4
if (arm_i == 2)
heady = 10
if (arm_i == 4)
heady = 4
if (arm_i == 6)
heady = -4
if (arm_i == 8)
heady = 0
if (arm_i < 11)
arm_i += aspeed
else
arm_i = 11
}
if (movearm == 3)
{
if (arm_i >= 9)
arm_i = 9
draw_sprite_ext(spr_sansb_handdown, floor((arm_i / 2)), x, (y + 42), 2, 2, 0, c_white, 1)
if (arm_i == 0)
heady = 0
if (arm_i == 2)
heady = 0
if (arm_i == 4)
heady = 6
if (arm_i == 6)
heady = 10
if (arm_i < 9)
arm_i += aspeed
else
arm_i = 9
}
if (movearm == 4)
{
if (arm_i >= 10)
arm_i = 10
draw_sprite_ext(spr_sansb_rightstrike, floor((5 -
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
[deleted] M
0 ups, 3y
with (obj_borderparent)
visible = true
snd_play(snd_noise)
caster_resume(global.batmusic)
shadow = 0
global.idealborder[3] = 385
if (level == 0)
{
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4)
}
if (level == 1)
{
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(5, 6, 7, 8)
}
if (level == 2)
{
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
if (prev_s == s_type)
s_type = choose(0, 1, 2, 3, 4, 5, 6, 7, 8)
}
if (level == 3)
{
s_type = 50
if (prev_s == 50)
s_type = 51
if (prev_s == 51)
s_type = 52
if (prev_s == 52)
s_type = 53
if (prev_s == 53)
s_type = 54
}
prev_s = s_type
if (shadow_num >= shadow_max)
{
if (level < 3)
{
if (!instance_exists(obj_menubone_maker))
instance_create(0, 0, obj_menubone_maker)
}
obj_sansb_body.x = 320
with (obj_sansb)
attacked = 0
with (obj_borderparent)
instaborder = 0
s_type = -1
global.mnfight = 3
with (obj_heart)
movement = 1
with (obj_heart)
jumpstage = 0
with (obj_heart)
sprite_index = spr_heart
with (obj_heart)
speed = 0
instance_destroy()
exit
}
else if (level < 3)
obj_sansb_body.x = (100 + random(440))
shadow_num += 1
if (s_type == 0)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.idealborder[2] = (global.idealborder[3] - 110)
obj_heart.x = ((global.idealborder[0] + ((global.idealborder[1] - global.idealborder[0]) / 2)) - 5)
obj_heart.y = (global.idealborder[3] - 15)
scr_sbo(45, 8, 25, 0)
scr_sbo(45, -8, 25, 0)
scr_sbo(45, 8, 27, 0)
scr_sbo(45, -8, 27, 0)
scr_sbo(45, 8, 29, 0)
scr_sbo(45, -8, 29, 0)
scr_sbo(45, 8, 31, 0)
scr_sbo(45, -8, 31, 0)
scr_sbo(100, 8, 33, 0)
scr_sbo(100, -8, 33, 0)
alarm[1] = 28
}
if (s_type == 1)
{
obj_heart.movement = 2
with (obj_heart)
jumpstage = 2
obj_heart.sprite_index = spr_heartblue
obj_heart.speed = 0
global.idealborder[0] = 120
global.idealborder[1] = 520
global.
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
0 ups, 3y
scr_spelltext = function(argument0, argument1) // gml_Script_scr_spelltext
{
spell = argument0
caster = argument1
star = global.chartarget[argument1]
spelltext = " "
switch spell
{
case 0:
break
case 1:
global.msg[0] = stringsetsubloc("* ~1 cast RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_14_0")
break
case 2:
global.msg[0] = stringsetsubloc("* ~1 cast HEAL PRAYER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_18_0")
break
case 3:
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_23_0")
scr_retarget_spell()
if (global.monster[star] == 1)
{
if (global.monsterstatus[star] == 1)
{
}
else
{
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the enemy wasn't \\cBTIRED\\cW.../%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_33_0")
if (global.mercymod[star] >= 100)
global.msg[0] = stringsetsubloc("* ~1 cast PACIFY^1!&* But the foe wasn't \\cBTIRED\\cW... try \\cYSPARING\\cW!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_36_0")
}
}
break
case 4:
global.msg[0] = stringsetsubloc("* ~1 used RUDE BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_43_0")
break
case 5:
global.msg[0] = stringsetsubloc("* ~1 used RED BUSTER!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_47_0")
break
case 6:
global.msg[0] = stringsetsubloc("* ~1 cast DUAL HEAL!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_51_0")
break
case 8:
global.msg[0] = stringsetsubloc("* ~1 cast SLEEPMIST!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_55_0")
break
case 9:
global.msg[0] = stringsetsubloc("* ~1 cast ICESHOCK!/%", global.charname[global.char[caster]], "scr_spelltext_slash_scr_spelltext_gml_59_0")
break
case 10:
Created with the Imgflip Meme Generator