| 1 |
function scr_dialogue_battle_action_selected_action_1_dalvscr_dialogue_battle_action_selected_action_1_dalvfunction 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;
}
} () |
| 2 |
{ |
| 3 |
var enemy_sparing = global.enemy_sparing; |
| 4 |
var action_2_important = global.action_2_important; |
| 5 |
var enemy_mode = global.enemy_mode; |
| 6 |
switch (enemy_mode) |
| 7 |
{ |
| 8 |
case 0: |
| 9 |
if (enemy_sparing == true || action_2_important == true) |
| 10 |
{ |
| 11 |
message[0] = "* It appears Dalv is too focused# to hear you."; |
| 12 |
global.last_action_selected = "Action 1 Message 0"; |
| 13 |
global.last_action_selected_2 = "Nothing"; |
| 14 |
global.last_action_selected_3 = "Nothing"; |
| 15 |
} |
| 16 |
else |
| 17 |
{ |
| 18 |
message[0] = "* Dalv does not seem to value# communication."; |
| 19 |
global.last_action_selected = "Action 1 Message 0"; |
| 20 |
global.last_action_selected_2 = "Nothing"; |
| 21 |
global.last_action_selected_3 = "Nothing"; |
| 22 |
} |
| 23 |
break; |
| 24 |
case 1: |
| 25 |
if (enemy_sparing == true || action_2_important == true) |
| 26 |
{ |
| 27 |
message[0] = "* It appears Dalv is too focused# to hear you."; |
| 28 |
global.last_action_selected = "Action 1 Message 0"; |
| 29 |
global.last_action_selected_2 = "Nothing"; |
| 30 |
global.last_action_selected_3 = "Nothing"; |
| 31 |
} |
| 32 |
else |
| 33 |
{ |
| 34 |
message[0] = "* Dalv doesn't want to hear you."; |
| 35 |
global.last_action_selected = "Action 1 Message 0"; |
| 36 |
global.last_action_selected_2 = "Nothing"; |
| 37 |
global.last_action_selected_3 = "Nothing"; |
| 38 |
} |
| 39 |
break; |
| 40 |
case 2: |
| 41 |
message[0] = "* Dalv doesn't want to hear you."; |
| 42 |
global.last_action_selected = "Action 1 Message 0"; |
| 43 |
global.last_action_selected_2 = "Nothing"; |
| 44 |
global.last_action_selected_3 = "Nothing"; |
| 45 |
break; |
| 46 |
} |
| 47 |
} |