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gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_bowll_a

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function scr_dialogue_battle_action_selected_action_3_bowll_a
scr_dialogue_battle_action_selected_action_3_bowll_a

function scr_dialogue_battle_action_selected_action_3_bowll_a() { var action_3_selected_count = global.action_3_selected_count; if (global.enemy_low_hp == true) { message[0] = "* You tell Bowll to be careful.#* He doesn't listen."; global.last_action_selected = "Action 3 Low HP"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else if (action_3_selected_count >= 1) { message[0] = "* You tell Bowll he's cool the# way he is."; global.last_action_selected = "Action 3 Message 1"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* You ask Bowll to open up and be# genuine with you."; global.last_action_selected = "Action 3 Message 0"; global.last_action_selected_2 = "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 tell Bowll to be careful.#* He doesn't listen.";
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        global.last_action_selected = "Action 3 Low HP";
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        global.last_action_selected_2 = "Nothing";
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        global.last_action_selected_3 = "Nothing";
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    }
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    else if (action_3_selected_count >= 1)
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    {
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        message[0] = "* You tell Bowll he's cool the#  way he is.";
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        global.last_action_selected = "Action 3 Message 1";
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        global.last_action_selected_2 = "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 ask Bowll to open up and be#  genuine with you.";
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        global.last_action_selected = "Action 3 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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    }
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}