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function scr_dialogue_battle_action_selected_action_3_insomnitot_ascr_dialogue_battle_action_selected_action_3_insomnitot_afunction scr_dialogue_battle_action_selected_action_3_insomnitot_a()
{
var action_3_selected_count = global.action_3_selected_count;
if (global.enemy_low_hp == true)
{
message[0] = "* You wave your hand slowly in# front of Insomnitot's face.#* It doesn't react.";
global.last_action_selected = "Action 3 Low HP";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else if (global.enemy_sparing == true)
{
message[0] = "* You reach for Insomnitot's# tassle, but think better of# disturbing its slumber.";
global.last_action_selected = "Action 3 Sparing";
global.last_action_selected_2 = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else
{
message[0] = "* You swing Insomnitot's tassel# in front of its face.";
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 wave your hand slowly in# front of Insomnitot's face.#* It doesn't react."; |
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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 (global.enemy_sparing == true) |
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{ |
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message[0] = "* You reach for Insomnitot's# tassle, but think better of# disturbing its slumber."; |
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global.last_action_selected = "Action 3 Sparing"; |
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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 swing Insomnitot's tassel# in front of its face."; |
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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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} |