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function scr_dialogue_battle_action_selected_action_2_bowll_ascr_dialogue_battle_action_selected_action_2_bowll_afunction scr_dialogue_battle_action_selected_action_2_bowll_a() //gml_Script_scr_dialogue_battle_action_selected_action_2_bowll_a
{
var action_2_selected_count = global.action_2_selected_count
if (global.enemy_low_hp == true)
{
message[0] = "* You snicker to yourself.#* Bowll doesn't appreciate it."
global.last_action_selected = "Action 2 Low HP"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
else
{
message[0] = "* You point out the fragility of# Bowll's body.#* He looks distressed."
global.last_action_selected = "Action 2 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_2_bowll_a |
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{ |
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var action_2_selected_count = global.action_2_selected_count |
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if (global.enemy_low_hp == true) |
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{ |
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message[0] = "* You snicker to yourself.#* Bowll doesn't appreciate it." |
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global.last_action_selected = "Action 2 Low HP" |
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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 point out the fragility of# Bowll's body.#* He looks distressed." |
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global.last_action_selected = "Action 2 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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} |