| 1 |
function scr_dialogue_battle_action_selected_action_2_feisty_fourscr_dialogue_battle_action_selected_action_2_feisty_fourfunction 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 |
} |