|
1
|
function scr_litemusebscr_litemuseb
function scr_litemuseb(arg0, arg1)
{
switch (arg1)
{
case 0:
global.msg[0] = * You grasped at nothing.Wait for inputClose MessageClose Message ;
break;
case 1:
global.msg[0] = * You drank the hot chocolate.Delay 11 * It tasted wonderful.Delay 11 * Your throat tightened...Wait for inputClose Message ;
snd_play(snd_swallow);
scr_writetext(0, "x", 0, 0);
script_execute(scr_litemshift, arg0, 0);
with (obj_event_manager)
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_9);
break;
case 2:
global.msg[0] = * You equipped the Pencil.Wait for inputClose Message ;
scr_lweaponeq(arg0, arg1);
snd_play(snd_item);
scr_writetext(0, "x", 0, 0);
break;
case 3:
global.msg[0] = * You re-applied the bandage. ;
script_execute(scr_lrecoitem, 1);
script_execute(scr_litemshift, arg0, 0);
break;
case 4:
global.msg[0] = * You held out the flowers.Delay 11 * A floral scent fills the air.Delay 11 * Nothing happened.Wait for inputClose Message ;
scr_writetext(0, "x", 0, 0);
break;
case 5:
global.msg[0] = * You looked at the junk ball in admiration.Delay 11 * Nothing happened.Wait for inputClose Message ;
scr_writetext(0, "x", 0, 0);
break;
case 6:
global.msg[0] = * You equipped the Halloween Pencil.Wait for inputClose Message ;
scr_lweaponeq(arg0, arg1);
snd_play(snd_item);
scr_writetext(0, "x", 0, 0);
break;
case 7:
global.msg[0] = * You equipped the Lucky Pencil.Wait for inputClose Message ;
scr_lweaponeq(arg0, arg1);
snd_play(snd_item);
scr_writetext(0, "x", 0, 0);
break;
case 8:
global.msg[0] = * You used the Egg.Wait for inputClose Message ;
snd_play(snd_egg);
scr_writetext(0, "x", 0, 0);
break;
case 11:
if (global.flag[281 used_glass_alone] == 0)
{
global.flag[281 used_glass_alone] = 1;
global.msg[0] = * You looked through the glass.Wait for input ;
global.msg[1] = * For some strange reason,Delay 11 for just a brief moment...Wait for input ;
global.msg[2] = * You thought you saw through your hand.Wait for inputClose Message ;
}
else if (global.flag[281 used_glass_alone] == 1)
{
global.flag[281 used_glass_alone] = 2;
global.msg[0] = * You looked through the glass.Wait for input ;
global.msg[1] = * ...Delay 11 but nothing happened.Wait for inputClose Message ;
}
else
{
global.msg[0] = * It doesn't seem very useful.Wait for inputClose Message ;
}
scr_writetext(0, "x", 0, 0);
break;
case 201:
tempsaid = 0;
snd_play(snd_phone);
global.msg[0] = ;
global.msg[1] = * No one picked up.Wait for inputClose Message ;
if (room == room_krisroom || room == room_krishallway || room == room_torbathroom)
{
tempsaid = 1;
global.flag[268 called_in_house] = 1;
scr_torface(1, 0);
global.msg[2] = Face 0* Hello? * Dreemurr residence... * Who might this be...?Wait for input ;
global.msg[3] = Face 3* ... Kris?Wait for input ;
global.msg[4] = Face 5* Sigh... Do not make me come over there.Wait for input ;
scr_noface(5);
global.msg[6] = * Click...Wait for inputClose Message ;
}
if (room == room_torhouse)
{
tempsaid = 1;
global.msg[0] = ;
global.msg[1] = * (The phone is ringing,Delay 11 but you can't get it.)Wait for input ;
global.msg[2] = * (You're already on the phone,Delay 11 after all...)Wait for inputClose Message ;
}
if (tempsaid == 0 && global.plot >= 250)
{
if (global.flag[272 times_called_mom] == 0)
{
global.msc = 365;
scr_text(global.msc);
}
... (arg0, arg1)
|
|
2
|
{
|
|
3
|
switch (arg1)
|
|
4
|
{
|
|
5
|
case 0:
|
|
6
|
global.msg[0] = * You grasped at nothing.Wait for inputClose MessageClose Message ;
|
|
7
|
break;
|
|
8
|
case 1:
|
|
9
|
global.msg[0] = * You drank the hot chocolate.Delay 11 * It tasted wonderful.Delay 11 * Your throat tightened...Wait for inputClose Message ;
|
|
10
|
snd_play(snd_swallow);
|
|
11
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
12
|
script_execute(scr_litemshift, arg0, 0);
|
|
13
|
with (obj_event_manager)
|
|
14
|
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_9);
|
|
15
|
break;
|
|
16
|
case 2:
|
|
17
|
global.msg[0] = * You equipped the Pencil.Wait for inputClose Message ;
|
|
18
|
scr_lweaponeqscr_lweaponeq
function scr_lweaponeq(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname);
if (arg0 != -1)
{
with (obj_event_manager)
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_26);
}
}
enum UnknownEnum
{
Value_0,
Value_26 = 26
} (arg0, arg1);
|
|
19
|
snd_play(snd_item);
|
|
20
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
21
|
break;
|
|
22
|
case 3:
|
|
23
|
global.msg[0] = * You re-applied the bandage. ;
|
|
24
|
script_execute(scr_lrecoitem, 1);
|
|
25
|
script_execute(scr_litemshift, arg0, 0);
|
|
26
|
break;
|
|
27
|
case 4:
|
|
28
|
global.msg[0] = * You held out the flowers.Delay 11 * A floral scent fills the air.Delay 11 * Nothing happened.Wait for inputClose Message ;
|
|
29
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
30
|
break;
|
|
31
|
case 5:
|
|
32
|
global.msg[0] = * You looked at the junk ball in admiration.Delay 11 * Nothing happened.Wait for inputClose Message ;
|
|
33
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
34
|
break;
|
|
35
|
case 6:
|
|
36
|
global.msg[0] = * You equipped the Halloween Pencil.Wait for inputClose Message ;
|
|
37
|
scr_lweaponeqscr_lweaponeq
function scr_lweaponeq(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname);
if (arg0 != -1)
{
with (obj_event_manager)
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_26);
}
}
enum UnknownEnum
{
Value_0,
Value_26 = 26
} (arg0, arg1);
|
|
38
|
snd_play(snd_item);
|
|
39
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
40
|
break;
|
|
41
|
case 7:
|
|
42
|
global.msg[0] = * You equipped the Lucky Pencil.Wait for inputClose Message ;
|
|
43
|
scr_lweaponeqscr_lweaponeq
function scr_lweaponeq(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname);
if (arg0 != -1)
{
with (obj_event_manager)
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_26);
}
}
enum UnknownEnum
{
Value_0,
Value_26 = 26
} (arg0, arg1);
|
|
44
|
snd_play(snd_item);
|
|
45
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
46
|
break;
|
|
47
|
case 8:
|
|
48
|
global.msg[0] = * You used the Egg.Wait for inputClose Message ;
|
|
49
|
snd_play(snd_egg);
|
|
50
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
51
|
break;
|
|
52
|
case 11:
|
|
53
|
if (global.flag[281 used_glass_alone] == 0)
|
|
54
|
{
|
|
55
|
global.flag[281 used_glass_alone] = 1;
|
|
56
|
global.msg[0] = * You looked through the glass.Wait for input ;
|
|
57
|
global.msg[1] = * For some strange reason,Delay 11 for just a brief moment...Wait for input ;
|
|
58
|
global.msg[2] = * You thought you saw through your hand.Wait for inputClose Message ;
|
|
59
|
}
|
|
60
|
else if (global.flag[281 used_glass_alone] == 1)
|
|
61
|
{
|
|
62
|
global.flag[281 used_glass_alone] = 2;
|
|
63
|
global.msg[0] = * You looked through the glass.Wait for input ;
|
|
64
|
global.msg[1] = * ...Delay 11 but nothing happened.Wait for inputClose Message ;
|
|
65
|
}
|
|
66
|
else
|
|
67
|
{
|
|
68
|
global.msg[0] = * It doesn't seem very useful.Wait for inputClose Message ;
|
|
69
|
}
|
|
70
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
71
|
break;
|
|
72
|
case 201:
|
|
73
|
tempsaid = 0;
|
|
74
|
snd_play(snd_phone);
|
|
75
|
global.msg[0] = ;
|
|
76
|
global.msg[1] = * No one picked up.Wait for inputClose Message ;
|
|
77
|
if (room == room_krisroom || room == room_krishallway || room == room_torbathroom)
|
|
78
|
{
|
|
79
|
tempsaid = 1;
|
|
80
|
global.flag[268 called_in_house] = 1;
|
|
81
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (1, 0);
|
|
82
|
global.msg[2] = Face 0* Hello? * Dreemurr residence... * Who might this be...?Wait for input ;
|
|
83
|
global.msg[3] = Face 3* ... Kris?Wait for input ;
|
|
84
|
global.msg[4] = Face 5* Sigh... Do not make me come over there.Wait for input ;
|
|
85
|
scr_nofacescr_noface
function scr_noface(arg0)
{
global.msg[arg0] = Sound X Char 0 Sound 0 Close Message ;
} (5);
|
|
86
|
global.msg[6] = * Click...Wait for inputClose Message ;
|
|
87
|
}
|
|
88
|
if (room == room_torhouse)
|
|
89
|
{
|
|
90
|
tempsaid = 1;
|
|
91
|
global.msg[0] = ;
|
|
92
|
global.msg[1] = * (The phone is ringing,Delay 11 but you can't get it.)Wait for input ;
|
|
93
|
global.msg[2] = * (You're already on the phone,Delay 11 after all...)Wait for inputClose Message ;
|
|
94
|
}
|
|
95
|
if (tempsaid == 0 && global.plot >= 250)
|
|
96
|
{
|
|
97
|
if (global.flag[272 times_called_mom] == 0)
|
|
98
|
{
|
|
99
|
global.msc = 365;
|
|
100
|
scr_textscr_text
function scr_text(arg0)
{
switch (arg0)
{
case 0:
break;
case 10:
global.choicemsg[1] = ;
global.choicemsg[0] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
global.msg[0] = * You really didn't want to throw it away.Wait for input ;
global.msg[1] = * Throw it away anyway?Wait for input ;
global.msg[2] = ;
break;
case 11:
if (global.choice == 0)
{
global.msg[0] = * You felt a feeling of relief.Wait for inputClose Message ;
}
else
{
global.msg[0] = * Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input ;
global.msg[1] = * It broke into pieces.Wait for input ;
global.msg[2] = * You felt bitter.Wait for inputClose Message ;
script_execute(scr_litemshift, global.menucoord[1], 0);
for (i = 0; i < 12; i += 1)
{
global.item[i] = 0;
global.weapon[i] = 0;
global.armor[i] = 0;
}
}
break;
case 100:
global.msg[0] = * Hey, Kris!Delay 11 What's up?Delay 11 * Didja lose your pencil again?Wait for input ;
global.msg[1] = Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = Face 1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = Face 4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = Face 4* I'll ask if you're sure!
Not yet Yes. Ask.Choice type 1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = Face 0* Do you wanna be partners? Not yet YesChoice type 1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Umm,Delay 11 OK.Delay 11 * You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message ;
break;
case 104:
global.msg[0] = Face 0* Alright.Delay 11 * Let's get this over with.Wait for input ;
global.msg[1] = * We'll get more chalk.Delay 11 * Mosey back to class.Delay 11 * And then,Delay 11 Kris...Wait for input ;
global.msg[2] = Face 2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good BadChoice type 1 ;
global.msg[4] = " ";
break;
case 105:
global.msg[0] = " %%";
break;
case 110:
global.choicemsg[0] = ;
global.choicemsg[1] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
if (global.flag[100 got_glowshard] == 0)
{
global.msg[0] = * (There's something glowing inside.)Wait for input ;
global.msg[1] = * (Take it?)Wait for input ;
global.msg[2] = ;
}
else
{
global.msg[0] = * (It's dark inside.)Wait for inputClose Message ;
}
break;
case 111:
if (global.choice == 0)
{
global.msg[0] = * (You got the Glowshard.)Wait for inputClose Message ;
global.flag[100 got_glowshard] = 1;
scr_itemget(3);
... (global.msc);
|
|
101
|
}
|
|
102
|
if (global.flag[272 times_called_mom] == 1)
|
|
103
|
{
|
|
104
|
global.msg[0] = * (Ring,Delay 11 ring...)Wait for input ;
|
|
105
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (1, 1);
|
|
106
|
global.msg[2] = * Kris,Delay 11 honey,Delay 11 what is it?Wait for input ;
|
|
107
|
global.msg[3] = Face 3* What?Delay 11 No,Delay 11 I am not giving you a ride home.Wait for input ;
|
|
108
|
global.msg[4] = Face 1* Our house is not far.Delay 11 It is just at the top of town.Wait for input ;
|
|
109
|
global.msg[5] = Face 4* Try walking.Delay 11 It builds character,Delay 11 honey.Wait for input ;
|
|
110
|
scr_nofacescr_noface
function scr_noface(arg0)
{
global.msg[arg0] = Sound X Char 0 Sound 0 Close Message ;
} (6);
|
|
111
|
global.msg[7] = * (Click...)Wait for inputClose Message ;
|
|
112
|
}
|
|
113
|
if (global.flag[272 times_called_mom] >= 2)
|
|
114
|
{
|
|
115
|
global.msg[0] = * (Ring,Delay 11 ring...)Wait for input ;
|
|
116
|
scr_torfacescr_torface
function scr_torface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char T Sound T Close Message , string(arg1));
} (1, 1);
|
|
117
|
global.msg[2] = * Kris,Delay 11 I am grading papers.Wait for input ;
|
|
118
|
global.msg[3] = Face 0* I can talk to you when you get back,Delay 11 alright?Wait for input ;
|
|
119
|
global.msg[4] = Face 0* Our house is only at the top of town,Delay 11 you know.Wait for input ;
|
|
120
|
scr_nofacescr_noface
function scr_noface(arg0)
{
global.msg[arg0] = Sound X Char 0 Sound 0 Close Message ;
} (5);
|
|
121
|
global.msg[6] = * (Click...)Wait for inputClose Message ;
|
|
122
|
}
|
|
123
|
global.flag[272 times_called_mom] += 1;
|
|
124
|
}
|
|
125
|
scr_writetextscr_writetext
function scr_writetext(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create(0, 0, obj_dialoguer);
} (0, "x", 0, 0);
|
|
126
|
break;
|
|
127
|
case 202:
|
|
128
|
global.msc = 375;
|
|
129
|
scr_textscr_text
function scr_text(arg0)
{
switch (arg0)
{
case 0:
break;
case 10:
global.choicemsg[1] = ;
global.choicemsg[0] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
global.msg[0] = * You really didn't want to throw it away.Wait for input ;
global.msg[1] = * Throw it away anyway?Wait for input ;
global.msg[2] = ;
break;
case 11:
if (global.choice == 0)
{
global.msg[0] = * You felt a feeling of relief.Wait for inputClose Message ;
}
else
{
global.msg[0] = * Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input ;
global.msg[1] = * It broke into pieces.Wait for input ;
global.msg[2] = * You felt bitter.Wait for inputClose Message ;
script_execute(scr_litemshift, global.menucoord[1], 0);
for (i = 0; i < 12; i += 1)
{
global.item[i] = 0;
global.weapon[i] = 0;
global.armor[i] = 0;
}
}
break;
case 100:
global.msg[0] = * Hey, Kris!Delay 11 What's up?Delay 11 * Didja lose your pencil again?Wait for input ;
global.msg[1] = Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = Face 1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = Face 4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = Face 4* I'll ask if you're sure!
Not yet Yes. Ask.Choice type 1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = Face 0* Do you wanna be partners? Not yet YesChoice type 1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = Face 0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene)
con = 20;
}
if (global.choice == 0)
global.msg[0] = Face 4* Umm,Delay 11 OK.Delay 11 * You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message ;
break;
case 104:
global.msg[0] = Face 0* Alright.Delay 11 * Let's get this over with.Wait for input ;
global.msg[1] = * We'll get more chalk.Delay 11 * Mosey back to class.Delay 11 * And then,Delay 11 Kris...Wait for input ;
global.msg[2] = Face 2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good BadChoice type 1 ;
global.msg[4] = " ";
break;
case 105:
global.msg[0] = " %%";
break;
case 110:
global.choicemsg[0] = ;
global.choicemsg[1] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
if (global.flag[100 got_glowshard] == 0)
{
global.msg[0] = * (There's something glowing inside.)Wait for input ;
global.msg[1] = * (Take it?)Wait for input ;
global.msg[2] = ;
}
else
{
global.msg[0] = * (It's dark inside.)Wait for inputClose Message ;
}
break;
case 111:
if (global.choice == 0)
{
global.msg[0] = * (You got the Glowshard.)Wait for inputClose Message ;
global.flag[100 got_glowshard] = 1;
scr_itemget(3);
... (global.msc);
|
|
130
|
global.typer = 5;
|
|
131
|
global.fc = 0;
|
|
132
|
instance_create(0, 0, obj_dialoguer);
|
|
133
|
break;
|
|
134
|
}
|
|
135
|
}
|
|
136
|
|
|
137
|
enum UnknownEnum
|
|
138
|
{
|
|
139
|
Value_0,
|
|
140
|
Value_9 = 9
|
|
141
|
}
|