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function scr_dialogue_battle_action_selected_action_3_goosic_ascr_dialogue_battle_action_selected_action_3_goosic_afunction scr_dialogue_battle_action_selected_action_3_goosic_a() //gml_Script_scr_dialogue_battle_action_selected_action_3_goosic_a
{
var action_3_selected_count = global.action_3_selected_count
if (global.enemy_low_hp == true)
{
message[0] = "* You try to move Goosic's needle# but it shocks you."
global.last_action_selected_3 = "Action 3 Low HP"
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Nothing"
}
else if (global.action_3_selected_count >= 1)
{
message[0] = "* Goosic seems to be calming# down. Shouldn't change the song# now."
global.last_action_selected_3 = "Action 3 Message 1"
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Nothing"
}
else
{
message[0] = "* You move Goosic's needle to a# new, calmer record."
global.last_action_selected_3 = "Action 3 Message 0"
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Nothing"
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_3_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 try to move Goosic's needle# but it shocks you." |
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global.last_action_selected_3 = "Action 3 Low HP" |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "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] = "* Goosic seems to be calming# down. Shouldn't change the song# now." |
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global.last_action_selected_3 = "Action 3 Message 1" |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Nothing" |
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} |
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else |
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{ |
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message[0] = "* You move Goosic's needle to a# new, calmer record." |
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global.last_action_selected_3 = "Action 3 Message 0" |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Nothing" |
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} |
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} |