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function scr_dialogue_battle_action_selected_action_3_slither_ascr_dialogue_battle_action_selected_action_3_slither_afunction scr_dialogue_battle_action_selected_action_3_slither_a() //gml_Script_scr_dialogue_battle_action_selected_action_3_slither_a
{
var action_3_selected_count = global.action_3_selected_count
if (global.enemy_low_hp == true)
{
message[0] = "* You tell Sir Slither you don't# think he can hold on much# longer."
global.last_action_selected = "Action 3 Low HP"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
else if (action_3_selected_count >= 1)
{
message[0] = "* You refuse to let Sir Slither# become a main character."
global.last_action_selected = "Action 3 Message 1"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
else
{
message[0] = "* You step away from Sir# Slither. His pursuit falters."
global.last_action_selected = "Action 3 Message 0"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
} () //gml_Script_scr_dialogue_battle_action_selected_action_3_slither_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 tell Sir Slither you don't# think he can hold on much# longer." |
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global.last_action_selected = "Action 3 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 if (action_3_selected_count >= 1) |
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{ |
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message[0] = "* You refuse to let Sir Slither# become a main character." |
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global.last_action_selected = "Action 3 Message 1" |
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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 step away from Sir# Slither. His pursuit falters." |
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global.last_action_selected = "Action 3 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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} |