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function scr_dialogue_battle_action_selected_action_2_feisty_fourscr_dialogue_battle_action_selected_action_2_feisty_fourfunction scr_dialogue_battle_action_selected_action_2_feisty_four() //gml_Script_scr_dialogue_battle_action_selected_action_2_feisty_four
{
var random_message = irandom_range(1, 3)
if (random_message == 1)
message[0] = "* You point at the# Hospital frantically.#* They don't notice."
if (random_message == 2)
message[0] = "* You throw sand into the air.#* Your clothes are dirty."
if (random_message == 3)
message[0] = "* You fire your gun at the bell.#* You hear a nice ring."
var act_number = global.act_number
switch act_number
{
case 1:
global.last_action_selected = "Action 2 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
break
case 2:
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Action 2 Message 0"
global.last_action_selected_3 = "Nothing"
break
default:
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_2_feisty_four |
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{ |
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var random_message = irandom_range(1, 3) |
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if (random_message == 1) |
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message[0] = "* You point at the# Hospital frantically.#* They don't notice." |
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if (random_message == 2) |
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message[0] = "* You throw sand into the air.#* Your clothes are dirty." |
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if (random_message == 3) |
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message[0] = "* You fire your gun at the bell.#* You hear a nice ring." |
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var act_number = global.act_number |
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switch act_number |
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{ |
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case 1: |
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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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break |
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case 2: |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Action 2 Message 0" |
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global.last_action_selected_3 = "Nothing" |
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break |
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default: |
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|
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} |
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|
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} |