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function scr_dialogue_battle_action_selected_action_3_slither_bscr_dialogue_battle_action_selected_action_3_slither_bfunction scr_dialogue_battle_action_selected_action_3_slither_b()
{
var action_3_selected_count = global.action_3_selected_count;
if (global.enemy_low_hp == true)
{
message[0] = "* You tell Sir Slither you don't# think he can hold on much# longer.";
global.last_action_selected_2 = "Action 3 Low HP";
global.last_action_selected = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else if (action_3_selected_count >= 1)
{
message[0] = "* You refuse to let Sir Slither# become a main character.";
global.last_action_selected_2 = "Action 3 Message 1";
global.last_action_selected = "Nothing";
global.last_action_selected_3 = "Nothing";
}
else
{
message[0] = "* You step away from Sir# Slither. His pursuit falters.";
global.last_action_selected_2 = "Action 3 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 tell Sir Slither you don't# think he can hold on much# longer."; |
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global.last_action_selected_2 = "Action 3 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 (action_3_selected_count >= 1) |
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{ |
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message[0] = "* You refuse to let Sir Slither# become a main character."; |
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global.last_action_selected_2 = "Action 3 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 step away from Sir# Slither. His pursuit falters."; |
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global.last_action_selected_2 = "Action 3 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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} |