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gml_GlobalScript_scr_dialogue_battle_action_selected_action_2_bowll_a

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function scr_dialogue_battle_action_selected_action_2_bowll_a
scr_dialogue_battle_action_selected_action_2_bowll_a

function 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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}