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function scr_dialogue_battle_action_selected_action_3_insomnitot_bscr_dialogue_battle_action_selected_action_3_insomnitot_bfunction scr_dialogue_battle_action_selected_action_3_insomnitot_b() //gml_Script_scr_dialogue_battle_action_selected_action_3_insomnitot_b
{
var action_3_selected_count_2 = global.action_3_selected_count_2
if (global.enemy_low_hp_2 == true)
{
message[0] = "* You wave your hand slowly in# front of Insomnitot's face.#* It doesn't react."
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Action 3 Low HP"
global.last_action_selected_3 = "Nothing"
}
else if (global.enemy_sparing_2 == true)
{
message[0] = "* You reach for Insomnitot's# tassle, but think better of# disturbing its slumber."
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Action 3 Sparing"
global.last_action_selected_3 = "Nothing"
}
else
{
message[0] = "* You swing Insomnitot's tassel# in front of its face."
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Action 3 Message 0"
global.last_action_selected_3 = "Nothing"
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_3_insomnitot_b |
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{ |
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var action_3_selected_count_2 = global.action_3_selected_count_2 |
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if (global.enemy_low_hp_2 == true) |
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{ |
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message[0] = "* You wave your hand slowly in# front of Insomnitot's face.#* It doesn't react." |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Action 3 Low HP" |
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global.last_action_selected_3 = "Nothing" |
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} |
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else if (global.enemy_sparing_2 == true) |
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{ |
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message[0] = "* You reach for Insomnitot's# tassle, but think better of# disturbing its slumber." |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Action 3 Sparing" |
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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 swing Insomnitot's tassel# in front of its face." |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Action 3 Message 0" |
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global.last_action_selected_3 = "Nothing" |
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} |
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} |