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gml_GlobalScript_scr_dialogue_battle_action_selected_action_1_insomnitot_a

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function scr_dialogue_battle_action_selected_action_1_insomnitot_a
scr_dialogue_battle_action_selected_action_1_insomnitot_a

function scr_dialogue_battle_action_selected_action_1_insomnitot_a() { var action_1_selected_count = global.action_1_selected_count; var action_3_selected_count = global.action_3_selected_count; if (global.enemy_low_hp == true) { message[0] = "* You hum a little ditty.#* Insomnitot seems too distracted# to appreciate it."; 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 attempt to sing a quiet# lullaby, but it seems your# services are no longer required."; global.last_action_selected = "Action 1 Sparing"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else if (action_3_selected_count >= 1) { message[0] = "* You attempt to sing a quiet# lullaby.#* Insomnitot drifts off to sleep."; global.last_action_selected = "Action 1 Message 1"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* You attempt to sing a quiet# lullaby.#* Insomnitot looks bored."; 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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    var action_3_selected_count = global.action_3_selected_count;
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    if (global.enemy_low_hp == true)
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    {
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        message[0] = "* You hum a little ditty.#* Insomnitot seems too distracted#  to appreciate it.";
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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 (global.enemy_sparing == true)
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    {
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        message[0] = "* You attempt to sing a quiet#  lullaby, but it seems your#  services are no longer required.";
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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 if (action_3_selected_count >= 1)
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    {
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        message[0] = "* You attempt to sing a quiet#  lullaby.#* Insomnitot drifts off to sleep.";
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        global.last_action_selected = "Action 1 Message 1";
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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] = "* You attempt to sing a quiet#  lullaby.#* Insomnitot looks bored.";
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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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}