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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_dalv

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function scr_dialogue_battle_action_selected_action_1_dalv
scr_dialogue_battle_action_selected_action_1_dalv

function 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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}