| 1 |
switch (global.last_action_selected) |
| 2 |
{ |
| 3 |
case "Action 1 Message 0": |
| 4 |
with (obj_dialogue_battle_action_selected_action_1) |
| 5 |
{ |
| 6 |
message[0] = "* You hold onto your hopes...#* Defense temporarily increased!"; |
| 7 |
message_length = string_length(message[message_current]); |
| 8 |
} |
| 9 |
global.current_pp_self = 1; |
| 10 |
break; |
| 11 |
case "Action 2 Message 0": |
| 12 |
var heal_amount; |
| 13 |
with (obj_dialogue_battle_action_selected_action_2) |
| 14 |
{ |
| 15 |
heal_amount = choose(5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 10); |
| 16 |
message[0] = "* You refuse to back down...#* Gained " + string(heal_amount) + "HP!"; |
| 17 |
message_length = string_length(message[message_current]); |
| 18 |
} |
| 19 |
if (global.current_hp_self < global.max_hp_self) |
| 20 |
global.current_hp_self = clamp(global.current_hp_self + heal_amount, 0, global.max_hp_self); |
| 21 |
break; |
| 22 |
case "Action 3 Message 0": |
| 23 |
with (obj_dialogue_battle_action_selected_action_3) |
| 24 |
{ |
| 25 |
message[0] = "* You think of those you love# most...#* Speed temporarily increased!"; |
| 26 |
message_length = string_length(message[message_current]); |
| 27 |
} |
| 28 |
global.current_sp_self = 1; |
| 29 |
break; |
| 30 |
} |
| 31 |
audio_play_sound(snd_battle_item_eat, 1, 0); |
| 32 |
can_skip = true; |