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1
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function scr_dialogue_battle_action_selected_action_1_frostermit_ascr_dialogue_battle_action_selected_action_1_frostermit_a
function scr_dialogue_battle_action_selected_action_1_frostermit_a()
{
var action_1_selected_count = global.action_1_selected_count;
var enemy_mode = global.enemy_mode;
if (enemy_mode == 0)
{
if (global.enemy_low_hp == true)
{
message[0] = "* You look over the damaged igloo.";
global.last_action_selected = "Action 1 Low HP";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else
{
message[0] = "* It's just an igloo.";
global.last_action_selected = "Action 1 Message 0";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
}
else if (enemy_mode == 1)
{
if (global.enemy_low_hp == true)
{
message[0] = "* You stare at Frostermit.";
global.last_action_selected = "Action 1 Low HP";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else
{
message[0] = "* You begin giving Frostermit a# discerning once-over.#* It looks uncomfortable.";
global.last_action_selected = "Action 1 Message 0";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
}
} ()
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2
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{
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3
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var action_1_selected_count = global.action_1_selected_count;
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4
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var enemy_mode = global.enemy_mode;
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5
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if (enemy_mode == 0)
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6
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{
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7
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if (global.enemy_low_hp == true)
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8
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{
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9
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message[0] = "* You look over the damaged igloo.";
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10
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global.last_action_selected = "Action 1 Low HP";
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11
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global.last_action_selected_2 = "Nothing";
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12
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global.last_action_selected_3 = "Nothing";
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13
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}
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else
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15
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{
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message[0] = "* It's just an igloo.";
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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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20
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}
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}
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else if (enemy_mode == 1)
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23
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{
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24
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if (global.enemy_low_hp == true)
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25
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{
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26
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message[0] = "* You stare at Frostermit.";
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27
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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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29
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global.last_action_selected_3 = "Nothing";
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30
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}
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else
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{
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message[0] = "* You begin giving Frostermit a# discerning once-over.#* It looks uncomfortable.";
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global.last_action_selected = "Action 1 Message 0";
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35
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global.last_action_selected_2 = "Nothing";
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36
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global.last_action_selected_3 = "Nothing";
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37
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}
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}
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39
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}
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