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gml_GlobalScript_scr_dialogue_battle_action_selected_action_2_goosic_a

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function scr_dialogue_battle_action_selected_action_2_goosic_a
scr_dialogue_battle_action_selected_action_2_goosic_a

function scr_dialogue_battle_action_selected_action_2_goosic_a() //gml_Script_scr_dialogue_battle_action_selected_action_2_goosic_a { var action_3_selected_count = global.action_3_selected_count if (global.enemy_low_hp == true) { message[0] = "* You tune Goosic out." global.last_action_selected_2 = "Action 2 Low HP" global.last_action_selected = "Nothing" global.last_action_selected_3 = "Nothing" } else if (global.action_3_selected_count >= 1) { message[0] = "* You try not to get wrapped up# in the music." global.last_action_selected_2 = "Action 2 Message 1" global.last_action_selected = "Nothing" global.last_action_selected_3 = "Nothing" } else { message[0] = "* You plug your ears in hopes to# block the noise. Goosic just# turns it up." global.last_action_selected_2 = "Action 2 Message 0" global.last_action_selected = "Nothing" global.last_action_selected_3 = "Nothing" } }
() //gml_Script_scr_dialogue_battle_action_selected_action_2_goosic_a
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{
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    var action_3_selected_count = global.action_3_selected_count
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    if (global.enemy_low_hp == true)
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    {
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        message[0] = "* You tune Goosic out."
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        global.last_action_selected_2 = "Action 2 Low HP"
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_3 = "Nothing"
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    }
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    else if (global.action_3_selected_count >= 1)
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    {
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        message[0] = "* You try not to get wrapped up#  in the music."
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        global.last_action_selected_2 = "Action 2 Message 1"
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        global.last_action_selected = "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 plug your ears in hopes to#  block the noise. Goosic just#  turns it up."
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        global.last_action_selected_2 = "Action 2 Message 0"
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        global.last_action_selected = "Nothing"
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        global.last_action_selected_3 = "Nothing"
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    }
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}