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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_martlet_genocide

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function scr_dialogue_battle_action_selected_action_1_martlet_genocide
scr_dialogue_battle_action_selected_action_1_martlet_genocide

function scr_dialogue_battle_action_selected_action_1_martlet_genocide() //gml_Script_scr_dialogue_battle_action_selected_action_1_martlet_genocide { var enemy_mode = global.enemy_mode var action_1_selected_count = global.action_1_selected_count if (enemy_mode == 3) { message[0] = "* Sorry." global.last_action_selected = "Action 1 Fight Mode" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" } else if (action_1_selected_count >= 1) { message[0] = "* You say you're sorry again." global.last_action_selected = "Action 1 Message 1" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" } else { message[0] = "* You say you're sorry for# everything." 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_martlet_genocide
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{
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    var enemy_mode = global.enemy_mode
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    var action_1_selected_count = global.action_1_selected_count
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    if (enemy_mode == 3)
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    {
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        message[0] = "* Sorry."
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        global.last_action_selected = "Action 1 Fight Mode"
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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 if (action_1_selected_count >= 1)
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    {
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        message[0] = "* You say you're sorry again."
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        global.last_action_selected = "Action 1 Message 1"
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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] = "* You say you're sorry for#  everything."
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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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}