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function scr_dialogue_battle_action_selected_action_2_goosic_ascr_dialogue_battle_action_selected_action_2_goosic_afunction scr_dialogue_battle_action_selected_action_2_goosic_a()
{
var action_3_selected_count = global.action_3_selected_count;
if (global.enemy_low_hp == true)
{
message[0] = "* You tune Goosic out.";
global.last_action_selected_2 = "Action 2 Low HP";
global.last_action_selected = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else if (global.action_3_selected_count >= 1)
{
message[0] = "* You try not to get wrapped up# in the music.";
global.last_action_selected_2 = "Action 2 Message 1";
global.last_action_selected = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else
{
message[0] = "* You plug your ears in hopes to# block the noise. Goosic just# turns it up.";
global.last_action_selected_2 = "Action 2 Message 0";
global.last_action_selected = "Nothing";
global.last_action_selected_3 = "Nothing";
}
} () |
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{ |
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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 tune Goosic out."; |
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global.last_action_selected_2 = "Action 2 Low HP"; |
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global.last_action_selected = "Nothing"; |
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global.last_action_selected_3 = "Nothing"; |
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} |
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else if (global.action_3_selected_count >= 1) |
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{ |
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message[0] = "* You try not to get wrapped up# in the music."; |
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global.last_action_selected_2 = "Action 2 Message 1"; |
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global.last_action_selected = "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 plug your ears in hopes to# block the noise. Goosic just# turns it up."; |
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global.last_action_selected_2 = "Action 2 Message 0"; |
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global.last_action_selected = "Nothing"; |
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global.last_action_selected_3 = "Nothing"; |
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} |
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} |