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function scr_dialogue_battle_action_selected_action_1_dalvscr_dialogue_battle_action_selected_action_1_dalvfunction scr_dialogue_battle_action_selected_action_1_dalv() //gml_Script_scr_dialogue_battle_action_selected_action_1_dalv
{
var enemy_sparing = global.enemy_sparing
var action_2_important = global.action_2_important
var enemy_mode = global.enemy_mode
switch enemy_mode
{
case 0:
if (enemy_sparing == true || action_2_important == true)
{
message[0] = "* It appears Dalv is too focused# to hear you."
global.last_action_selected = "Action 1 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
else
{
message[0] = "* Dalv does not seem to value# communication."
global.last_action_selected = "Action 1 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
break
case 1:
if (enemy_sparing == true || action_2_important == true)
{
message[0] = "* It appears Dalv is too focused# to hear you."
global.last_action_selected = "Action 1 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
else
{
message[0] = "* Dalv doesn't want to hear you."
global.last_action_selected = "Action 1 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
break
case 2:
message[0] = "* Dalv doesn't want to hear you."
global.last_action_selected = "Action 1 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
break
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_1_dalv |
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{ |
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var enemy_sparing = global.enemy_sparing |
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var action_2_important = global.action_2_important |
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var enemy_mode = global.enemy_mode |
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switch enemy_mode |
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{ |
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case 0: |
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if (enemy_sparing == true || action_2_important == true) |
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{ |
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message[0] = "* It appears Dalv is too focused# to hear you." |
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global.last_action_selected = "Action 1 Message 0" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |
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else |
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{ |
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message[0] = "* Dalv does not seem to value# communication." |
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global.last_action_selected = "Action 1 Message 0" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |
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break |
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case 1: |
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if (enemy_sparing == true || action_2_important == true) |
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{ |
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message[0] = "* It appears Dalv is too focused# to hear you." |
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global.last_action_selected = "Action 1 Message 0" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |
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else |
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{ |
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message[0] = "* Dalv doesn't want to hear you." |
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global.last_action_selected = "Action 1 Message 0" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |
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break |
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case 2: |
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message[0] = "* Dalv doesn't want to hear you." |
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global.last_action_selected = "Action 1 Message 0" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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break |
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} |
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|
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} |