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function scr_dialogue_battle_action_selected_action_1_axisscr_dialogue_battle_action_selected_action_1_axisfunction scr_dialogue_battle_action_selected_action_1_axis() //gml_Script_scr_dialogue_battle_action_selected_action_1_axis
{
if (!global.action_1_important)
{
message[0] = "* You ready your trusty shield# for whatever awaits."
global.last_action_selected = "Action 1 Message 0"
}
else if (global.route != 2)
{
var current_turn = global.action_1_selected_count
switch current_turn
{
case 0:
message[0] = "* (You commend Axis' vigilance.)"
break
case 1:
message[0] = "* (You tell Axis his steel frame# is unwavering.)"
break
case 2:
default:
message[0] = "* (You tell Axis his energy# magic is the most impressive# you've seen.)"
break
}
global.last_action_selected = "Action 1 Message 1"
}
else
{
message[0] = "* (You ask Ceroba to present# your metallic creation.)"
global.last_action_selected = "Action 1 Message 1"
}
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
} () //gml_Script_scr_dialogue_battle_action_selected_action_1_axis |
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{ |
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if (!global.action_1_important) |
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{ |
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message[0] = "* You ready your trusty shield# for whatever awaits." |
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global.last_action_selected = "Action 1 Message 0" |
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} |
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else if (global.route != 2) |
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{ |
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var current_turn = global.action_1_selected_count |
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switch current_turn |
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{ |
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case 0: |
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message[0] = "* (You commend Axis' vigilance.)" |
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break |
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case 1: |
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message[0] = "* (You tell Axis his steel frame# is unwavering.)" |
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break |
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case 2: |
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default: |
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message[0] = "* (You tell Axis his energy# magic is the most impressive# you've seen.)" |
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break |
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} |
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|
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global.last_action_selected = "Action 1 Message 1" |
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} |
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else |
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{ |
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message[0] = "* (You ask Ceroba to present# your metallic creation.)" |
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global.last_action_selected = "Action 1 Message 1" |
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} |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |