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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_dalv

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function scr_dialogue_battle_action_selected_action_1_dalv
scr_dialogue_battle_action_selected_action_1_dalv

function scr_dialogue_battle_action_selected_action_1_dalv() { var enemy_sparing = global.enemy_sparing; var action_2_important = global.action_2_important; var enemy_mode = global.enemy_mode; switch (enemy_mode) { case 0: if (enemy_sparing == true || action_2_important == true) { message[0] = "* It appears Dalv is too focused# to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* Dalv does not seem to value# communication."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } break; case 1: if (enemy_sparing == true || action_2_important == true) { message[0] = "* It appears Dalv is too focused# to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* Dalv doesn't want to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } break; case 2: message[0] = "* Dalv doesn't want to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; break; } }
()
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{
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    var enemy_sparing = global.enemy_sparing;
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    var action_2_important = global.action_2_important;
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    var enemy_mode = global.enemy_mode;
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    switch (enemy_mode)
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    {
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        case 0:
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            if (enemy_sparing == true || action_2_important == true)
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            {
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                message[0] = "* It appears Dalv is too focused#  to hear you.";
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                global.last_action_selected = "Action 1 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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            else
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            {
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                message[0] = "* Dalv does not seem to value#  communication.";
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                global.last_action_selected = "Action 1 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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            break;
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        case 1:
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            if (enemy_sparing == true || action_2_important == true)
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            {
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                message[0] = "* It appears Dalv is too focused#  to hear you.";
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                global.last_action_selected = "Action 1 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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            else
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            {
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                message[0] = "* Dalv doesn't want to hear you.";
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                global.last_action_selected = "Action 1 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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            break;
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        case 2:
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            message[0] = "* Dalv doesn't want to hear you.";
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            global.last_action_selected = "Action 1 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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            break;
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    }
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}