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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_decibat

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function scr_dialogue_battle_action_selected_action_1_decibat
scr_dialogue_battle_action_selected_action_1_decibat

function scr_dialogue_battle_action_selected_action_1_decibat() { var action_1_selected_count = global.action_1_selected_count; if (global.enemy_low_hp == true) { random_number = irandom_range(0, 1); if (random_number == 0) { message[0] = "* Decibat seems to have given up# hope."; global.last_action_selected = "Action 1 Low HP"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else if (random_number == 1) { message[0] = "* Decibat is in too much pain to# care."; global.last_action_selected = "Action 1 Low HP"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } } else if (global.enemy_sparing == true) { message[0] = "* You open your mouth to speak.#* Decibat covers your mouth."; global.last_action_selected = "Action 1 Sparing"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* Decibat hushes you furiously."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } }
()
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{
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    var action_1_selected_count = global.action_1_selected_count;
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    if (global.enemy_low_hp == true)
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    {
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        random_number = irandom_range(0, 1);
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        if (random_number == 0)
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        {
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            message[0] = "* Decibat seems to have given up#  hope.";
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            global.last_action_selected = "Action 1 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 (random_number == 1)
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        {
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            message[0] = "* Decibat is in too much pain to#  care.";
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            global.last_action_selected = "Action 1 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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    }
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    else if (global.enemy_sparing == true)
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    {
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        message[0] = "* You open your mouth to speak.#* Decibat covers your mouth.";
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        global.last_action_selected = "Action 1 Sparing";
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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] = "* Decibat hushes you furiously.";
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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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}