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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_insomnitot_b

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function scr_dialogue_battle_action_selected_action_1_insomnitot_b
scr_dialogue_battle_action_selected_action_1_insomnitot_b

function scr_dialogue_battle_action_selected_action_1_insomnitot_b() //gml_Script_scr_dialogue_battle_action_selected_action_1_insomnitot_b { var action_1_selected_count_2 = global.action_1_selected_count_2 var action_3_selected_count_2 = global.action_3_selected_count_2 if (global.enemy_low_hp_2 == true) { message[0] = "* You hum a little ditty.#* Insomnitot seems too distracted# to appreciate it." global.last_action_selected = "Nothing" global.last_action_selected_2 = "Action 1 Low HP" global.last_action_selected_3 = "Nothing" } else if (global.enemy_sparing_2 == true) { message[0] = "* You attempt to sing a quiet# lullaby, but it seems your# services are no longer required." global.last_action_selected = "Nothing" global.last_action_selected_2 = "Action 1 Sparing" global.last_action_selected_3 = "Nothing" } else if (action_3_selected_count_2 >= 1) { message[0] = "* You attempt to sing a quiet# lullaby.#* Insomnitot drifts off to sleep." global.last_action_selected = "Nothing" global.last_action_selected_2 = "Action 1 Message 1" global.last_action_selected_3 = "Nothing" } else { message[0] = "* You attempt to sing a quiet# lullaby.#* Insomnitot looks bored." global.last_action_selected = "Nothing" global.last_action_selected_2 = "Action 1 Message 0" global.last_action_selected_3 = "Nothing" } }
() //gml_Script_scr_dialogue_battle_action_selected_action_1_insomnitot_b
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{
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    var action_1_selected_count_2 = global.action_1_selected_count_2
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    var action_3_selected_count_2 = global.action_3_selected_count_2
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    if (global.enemy_low_hp_2 == true)
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    {
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        message[0] = "* You hum a little ditty.#* Insomnitot seems too distracted#  to appreciate it."
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_2 = "Action 1 Low HP"
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        global.last_action_selected_3 = "Nothing"
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    }
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    else if (global.enemy_sparing_2 == true)
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    {
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        message[0] = "* You attempt to sing a quiet#  lullaby, but it seems your#  services are no longer required."
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_2 = "Action 1 Sparing"
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        global.last_action_selected_3 = "Nothing"
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    }
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    else if (action_3_selected_count_2 >= 1)
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    {
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        message[0] = "* You attempt to sing a quiet#  lullaby.#* Insomnitot drifts off to sleep."
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_2 = "Action 1 Message 1"
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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] = "* You attempt to sing a quiet#  lullaby.#* Insomnitot looks bored."
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_2 = "Action 1 Message 0"
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        global.last_action_selected_3 = "Nothing"
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    }
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}