1 |
switch (global.last_action_selected) |
2 |
{ |
3 |
case "Action 1 Message 0": |
4 |
with (obj_dialogue_battle_action_selected_action_1) |
5 |
{ |
6 |
message[0] = "* You hold onto your hopes...#* Defense temporarily increased!"; |
7 |
message_length = string_length(message[message_current]); |
8 |
} |
9 |
global.current_pp_self = 1; |
10 |
break; |
11 |
case "Action 2 Message 0": |
12 |
var heal_amount; |
13 |
with (obj_dialogue_battle_action_selected_action_2) |
14 |
{ |
15 |
heal_amount = choose(5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 10); |
16 |
message[0] = "* You refuse to back down...#* Gained " + string(heal_amount) + "HP!"; |
17 |
message_length = string_length(message[message_current]); |
18 |
} |
19 |
if (global.current_hp_self < global.max_hp_self) |
20 |
global.current_hp_self = clamp(global.current_hp_self + heal_amount, 0, global.max_hp_self); |
21 |
break; |
22 |
case "Action 3 Message 0": |
23 |
with (obj_dialogue_battle_action_selected_action_3) |
24 |
{ |
25 |
message[0] = "* You think of those you love# most...#* Speed temporarily increased!"; |
26 |
message_length = string_length(message[message_current]); |
27 |
} |
28 |
global.current_sp_self = 1; |
29 |
break; |
30 |
} |
31 |
audio_play_sound(snd_battle_item_eat, 1, 0); |
32 |
can_skip = true; |