function scr_dialogue_battle_action_selected_action_1_dalv() { var enemy_sparing = global.enemy_sparing; var action_2_important = global.action_2_important; var enemy_mode = global.enemy_mode; switch (enemy_mode) { case 0: if (enemy_sparing == true || action_2_important == true) { message[0] = "* It appears Dalv is too focused# to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* Dalv does not seem to value# communication."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } break; case 1: if (enemy_sparing == true || action_2_important == true) { message[0] = "* It appears Dalv is too focused# to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } else { message[0] = "* Dalv doesn't want to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; } break; case 2: message[0] = "* Dalv doesn't want to hear you."; global.last_action_selected = "Action 1 Message 0"; global.last_action_selected_2 = "Nothing"; global.last_action_selected_3 = "Nothing"; break; } }