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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_goosic_b

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function scr_dialogue_battle_action_selected_action_1_goosic_b
scr_dialogue_battle_action_selected_action_1_goosic_b

function scr_dialogue_battle_action_selected_action_1_goosic_b() { var action_3_selected_count = global.action_3_selected_count_2; if (global.enemy_low_hp == true) { message[0] = "* You calm yourself in the midst# of the battle."; global.last_action_selected_2 = "Action 1 Low HP"; global.last_action_selected = "Nothing"; global.last_action_selected_3 = "Nothing"; } else if (global.action_3_selected_count_2 >= 1) { message[0] = "* You close your eyes and tap# your foot to the music. Goosic# joins you."; global.last_action_selected_2 = "Action 1 Message 1"; global.last_action_selected = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* You try to enjoy the music but# can't keep up."; global.last_action_selected_2 = "Action 1 Message 0"; global.last_action_selected = "Nothing"; global.last_action_selected_3 = "Nothing"; } }
()
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{
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    var action_3_selected_count = global.action_3_selected_count_2;
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    if (global.enemy_low_hp == true)
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    {
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        message[0] = "* You calm yourself in the midst#  of the battle.";
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        global.last_action_selected_2 = "Action 1 Low HP";
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        global.last_action_selected = "Nothing";
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        global.last_action_selected_3 = "Nothing";
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    }
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    else if (global.action_3_selected_count_2 >= 1)
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    {
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        message[0] = "* You close your eyes and tap#  your foot to the music. Goosic#  joins you.";
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        global.last_action_selected_2 = "Action 1 Message 1";
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        global.last_action_selected = "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] = "* You try to enjoy the music but#  can't keep up.";
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        global.last_action_selected_2 = "Action 1 Message 0";
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        global.last_action_selected = "Nothing";
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        global.last_action_selected_3 = "Nothing";
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    }
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}