|
1
|
function scr_dialogue_battle_action_selected_action_2_feisty_fourscr_dialogue_battle_action_selected_action_2_feisty_four
function scr_dialogue_battle_action_selected_action_2_feisty_four()
{
var random_message = irandom_range(1, 3);
if (random_message == 1)
message[0] = "* You point at the# Hospital frantically.#* They don't notice.";
if (random_message == 2)
message[0] = "* You throw sand into the air.#* Your clothes are dirty.";
if (random_message == 3)
message[0] = "* You fire your gun at the bell.#* You hear a nice ring.";
var act_number = global.act_number;
switch (act_number)
{
case 1:
global.last_action_selected = "Action 2 Message 0";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
break;
case 2:
global.last_action_selected = "Nothing";
global.last_action_selected_2 = "Action 2 Message 0";
global.last_action_selected_3 = "Nothing";
break;
default:
}
} ()
|
|
2
|
{
|
|
3
|
var random_message = irandom_range(1, 3);
|
|
4
|
if (random_message == 1)
|
|
5
|
message[0] = "* You point at the# Hospital frantically.#* They don't notice.";
|
|
6
|
if (random_message == 2)
|
|
7
|
message[0] = "* You throw sand into the air.#* Your clothes are dirty.";
|
|
8
|
if (random_message == 3)
|
|
9
|
message[0] = "* You fire your gun at the bell.#* You hear a nice ring.";
|
|
10
|
var act_number = global.act_number;
|
|
11
|
switch (act_number)
|
|
12
|
{
|
|
13
|
case 1:
|
|
14
|
global.last_action_selected = "Action 2 Message 0";
|
|
15
|
global.last_action_selected_2 = "Nothing";
|
|
16
|
global.last_action_selected_3 = "Nothing";
|
|
17
|
break;
|
|
18
|
case 2:
|
|
19
|
global.last_action_selected = "Nothing";
|
|
20
|
global.last_action_selected_2 = "Action 2 Message 0";
|
|
21
|
global.last_action_selected_3 = "Nothing";
|
|
22
|
break;
|
|
23
|
default:
|
|
24
|
}
|
|
25
|
}
|