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gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_goosic_a

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function scr_dialogue_battle_action_selected_action_3_goosic_a
scr_dialogue_battle_action_selected_action_3_goosic_a

function scr_dialogue_battle_action_selected_action_3_goosic_a() { var action_3_selected_count = global.action_3_selected_count; if (global.enemy_low_hp == true) { message[0] = "* You try to move Goosic's needle# but it shocks you."; global.last_action_selected_3 = "Action 3 Low HP"; global.last_action_selected = "Nothing"; global.last_action_selected_2 = "Nothing"; } else if (global.action_3_selected_count >= 1) { message[0] = "* Goosic seems to be calming# down. Shouldn't change the song# now."; global.last_action_selected_3 = "Action 3 Message 1"; global.last_action_selected = "Nothing"; global.last_action_selected_2 = "Nothing"; } else { message[0] = "* You move Goosic's needle to a# new, calmer record."; global.last_action_selected_3 = "Action 3 Message 0"; global.last_action_selected = "Nothing"; global.last_action_selected_2 = "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 try to move Goosic's needle#  but it shocks you.";
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        global.last_action_selected_3 = "Action 3 Low HP";
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        global.last_action_selected = "Nothing";
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        global.last_action_selected_2 = "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] = "* Goosic seems to be calming#  down. Shouldn't change the song#  now.";
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        global.last_action_selected_3 = "Action 3 Message 1";
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        global.last_action_selected = "Nothing";
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        global.last_action_selected_2 = "Nothing";
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    }
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    else
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    {
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        message[0] = "* You move Goosic's needle to a#  new, calmer record.";
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        global.last_action_selected_3 = "Action 3 Message 0";
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        global.last_action_selected = "Nothing";
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        global.last_action_selected_2 = "Nothing";
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    }
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}