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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_flower_girls

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function scr_dialogue_battle_action_selected_action_1_flower_girls
scr_dialogue_battle_action_selected_action_1_flower_girls

function scr_dialogue_battle_action_selected_action_1_flower_girls() //gml_Script_scr_dialogue_battle_action_selected_action_1_flower_girls { var action_1_selected_count = global.action_1_selected_count switch global.dunes_flag[31] { case 1: message[0] = "* You compliment the rich color# of Violetta's flowers." if (global.enemy_low_hp == true) message[0] = "* You tell Violetta her attacks# are impressive." break case 2: message[0] = "* You reach for Pedla's# offering." break case 3: message[0] = "* You tell Rosa her flowers are# stunning." if (global.enemy_low_hp == true) message[0] = "* You tell Rosa her attacks are# impressive." break } global.last_action_selected = "Action 1 Message 0" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" }
() //gml_Script_scr_dialogue_battle_action_selected_action_1_flower_girls
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{
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    var action_1_selected_count = global.action_1_selected_count
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    switch global.dunes_flag[31]
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    {
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        case 1:
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            message[0] = "* You compliment the rich color#  of Violetta's flowers."
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            if (global.enemy_low_hp == true)
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                message[0] = "* You tell Violetta her attacks#  are impressive."
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            break
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        case 2:
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            message[0] = "* You reach for Pedla's#  offering."
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            break
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        case 3:
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            message[0] = "* You tell Rosa her flowers are#  stunning."
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            if (global.enemy_low_hp == true)
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                message[0] = "* You tell Rosa her attacks are#  impressive."
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            break
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    }
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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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}