1 |
alarm[0] = 45alarm[0]switch global.last_action_selected
{
case "Action 1 Message 0":
with (obj_dialogue_battle_action_selected_action_1)
{
message[0] = "* You hold onto your hopes...#* Defense temporarily increased!"
message_length = string_length(message[message_current])
}
global.current_pp_self = 1
break
case "Action 2 Message 0":
with (obj_dialogue_battle_action_selected_action_2)
{
var heal_amount = choose(5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 10)
message[0] = "* You refuse to back down...#* Gained " + string(heal_amount) + "HP!"
message_length = string_length(message[message_current])
}
if (global.current_hp_self < global.max_hp_self)
global.current_hp_self = clamp((global.current_hp_self + heal_amount), 0, global.max_hp_self)
break
case "Action 3 Message 0":
with (obj_dialogue_battle_action_selected_action_3)
{
message[0] = "* You think of those you love# most...#* Speed temporarily increased!"
message_length = string_length(message[message_current])
}
global.current_sp_self = 1
break
}
audio_play_sound(snd_battle_item_eat, 1, 0)
can_skip = true |