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gml_GlobalScript_scr_dialogue_battle_action_selected_action_2_feisty_four

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function scr_dialogue_battle_action_selected_action_2_feisty_four
scr_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: } }
()
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{
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    var random_message = irandom_range(1, 3);
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    if (random_message == 1)
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        message[0] = "* You point at the#  Hospital frantically.#* They don't notice.";
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    if (random_message == 2)
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        message[0] = "* You throw sand into the air.#* Your clothes are dirty.";
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    if (random_message == 3)
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        message[0] = "* You fire your gun at the bell.#* You hear a nice ring.";
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    var act_number = global.act_number;
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    switch (act_number)
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    {
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        case 1:
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            global.last_action_selected = "Action 2 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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            break;
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        case 2:
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            global.last_action_selected = "Nothing";
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            global.last_action_selected_2 = "Action 2 Message 0";
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            global.last_action_selected_3 = "Nothing";
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            break;
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        default:
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    }
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}