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gml_GlobalScript_scr_recreate_heart_battle_menu_text_feisty_four

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function scr_recreate_heart_battle_menu_text_feisty_four
scr_recreate_heart_battle_menu_text_feisty_four

function scr_recreate_heart_battle_menu_text_feisty_four() { var last_text_move_select = global.last_text_move_select; instance_create_depth(obj_dialogue_box_battle.x + 20, obj_dialogue_box_battle.x + 20, -642, obj_dialogue_battle_move_select_any); if (text_deadlock_1 == true) { } else if (last_text_move_select == 0) { text_deadlock_message[0] = "* Time to get feisty!"; text_deadlock_1 = true; } else { var random_text_move_select = irandom_range(1, 9); if (random_text_move_select == 1) { text_deadlock_message[0] = "* Ed pounds his fists together# triumphantly!"; text_deadlock_1 = true; } else if (random_text_move_select == 2) { text_deadlock_message[0] = "* Moray sharpens their blade."; text_deadlock_1 = true; } else if (random_text_move_select == 3) { text_deadlock_message[0] = "* Ace is practicing sleight of# hand."; text_deadlock_1 = true; } else if (random_text_move_select == 4) { text_deadlock_message[0] = "* Mooch looks around suspiciously."; text_deadlock_1 = true; } else if (random_text_move_select == 5) { text_deadlock_message[0] = "* The four are bickering."; text_deadlock_1 = true; } else if (random_text_move_select == 6) { text_deadlock_message[0] = "* Mooch and Ace are playing 52# card pickup."; text_deadlock_1 = true; } else if (random_text_move_select == 7) { text_deadlock_message[0] = "* Moray leans on Ed to rest up."; text_deadlock_1 = true; } else if (random_text_move_select == 8) { text_deadlock_message[0] = "* Smells like teamwork."; text_deadlock_1 = true; } else if (random_text_move_select == 9) { text_deadlock_message[0] = "* The four are deciding who# attacks next."; text_deadlock_1 = true; } } with (obj_dialogue_battle_move_select_any) { message[0] = obj_heart_battle_menu.text_deadlock_message[0]; message_length = string_length(message[message_current]); } }
()
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{
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    var last_text_move_select = global.last_text_move_select;
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    instance_create_depth(obj_dialogue_box_battle.x + 20, obj_dialogue_box_battle.x + 20, -642, obj_dialogue_battle_move_select_any);
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    if (text_deadlock_1 == true)
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    {
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    }
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    else if (last_text_move_select == 0)
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    {
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        text_deadlock_message[0] = "* Time to get feisty!";
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        text_deadlock_1 = true;
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    }
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    else
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    {
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        var random_text_move_select = irandom_range(1, 9);
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        if (random_text_move_select == 1)
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        {
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            text_deadlock_message[0] = "* Ed pounds his fists together#  triumphantly!";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 2)
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        {
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            text_deadlock_message[0] = "* Moray sharpens their blade.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 3)
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        {
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            text_deadlock_message[0] = "* Ace is practicing sleight of#  hand.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 4)
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        {
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            text_deadlock_message[0] = "* Mooch looks around suspiciously.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 5)
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        {
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            text_deadlock_message[0] = "* The four are bickering.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 6)
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        {
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            text_deadlock_message[0] = "* Mooch and Ace are playing 52#  card pickup.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 7)
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        {
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            text_deadlock_message[0] = "* Moray leans on Ed to rest up.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 8)
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        {
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            text_deadlock_message[0] = "* Smells like teamwork.";
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            text_deadlock_1 = true;
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        }
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        else if (random_text_move_select == 9)
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        {
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            text_deadlock_message[0] = "* The four are deciding who#  attacks next.";
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            text_deadlock_1 = true;
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        }
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    }
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    with (obj_dialogue_battle_move_select_any)
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    {
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        message[0] = obj_heart_battle_menu.text_deadlock_message[0];
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        message_length = string_length(message[message_current]);
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    }
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}