function scr_dialogue_battle_action_selected_action_2_dalv() //gml_Script_scr_dialogue_battle_action_selected_action_2_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] = "* Dalv accepts your offer of# goodwill." global.last_action_selected = "Action 2 Message 0" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" } else { message[0] = "* Dalv doesn't notice your offer# of goodwill." global.last_action_selected = "Action 2 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] = "* Dalv doesn't want to." global.last_action_selected = "Action 2 Message 0" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" } else { message[0] = "* Dalv rejects your offer of# goodwill." global.last_action_selected = "Action 2 Message 0" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" } break case 2: message[0] = "* Dalv rejects your offer of# goodwill." global.last_action_selected = "Action 2 Message 0" global.last_action_selected_2 = "Nothing" global.last_action_selected_3 = "Nothing" break } }