1 |
function scr_dialogue_battle_action_selected_action_2_axisscr_dialogue_battle_action_selected_action_2_axisfunction scr_dialogue_battle_action_selected_action_2_axis()
{
message[0] = "* AXIS ACTION MESSAGE 2";
var random_message = irandom_range(0, 2);
switch (random_message)
{
case 0:
message[0] = "* You tell Axis he's not great at# his job. If he could frown, he# would.";
global.last_action_selected = "Nothing";
global.last_action_selected_2 = "Action 2 Message 0";
global.last_action_selected_3 = "Nothing";
break;
case 1:
message[0] = "* You criticize Axis' attack# strategy. Steam shoots out of# his hearing ducts.";
global.last_action_selected = "Nothing";
global.last_action_selected_2 = "Action 2 Message 1";
global.last_action_selected_3 = "Nothing";
break;
case 2:
message[0] = "* You say something rude to Axis.# He \"HONESTLY DOES NOT APPRECIATE# IT.\"";
global.last_action_selected = "Nothing";
global.last_action_selected_2 = "Action 2 Message 2";
global.last_action_selected_3 = "Nothing";
break;
}
} () |
2 |
{ |
3 |
message[0] = "* AXIS ACTION MESSAGE 2"; |
4 |
var random_message = irandom_range(0, 2); |
5 |
switch (random_message) |
6 |
{ |
7 |
case 0: |
8 |
message[0] = "* You tell Axis he's not great at# his job. If he could frown, he# would."; |
9 |
global.last_action_selected = "Nothing"; |
10 |
global.last_action_selected_2 = "Action 2 Message 0"; |
11 |
global.last_action_selected_3 = "Nothing"; |
12 |
break; |
13 |
case 1: |
14 |
message[0] = "* You criticize Axis' attack# strategy. Steam shoots out of# his hearing ducts."; |
15 |
global.last_action_selected = "Nothing"; |
16 |
global.last_action_selected_2 = "Action 2 Message 1"; |
17 |
global.last_action_selected_3 = "Nothing"; |
18 |
break; |
19 |
case 2: |
20 |
message[0] = "* You say something rude to Axis.# He \"HONESTLY DOES NOT APPRECIATE# IT.\""; |
21 |
global.last_action_selected = "Nothing"; |
22 |
global.last_action_selected_2 = "Action 2 Message 2"; |
23 |
global.last_action_selected_3 = "Nothing"; |
24 |
break; |
25 |
} |
26 |
} |