Deltarune (Chapter 1) script viewer

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gml_GlobalScript_scr_prevhero

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function scr_prevhero
scr_prevhero

function scr_prevhero() { prevturn = global.charturn; moveswapped = 0; if (global.charturn == 1) { if (global.charmove[0] == 1) { global.charturn = 0; moveswapped = 1; } } if (global.charturn == 2) { moveswapped = 1; if (global.charmove[1] == 1 && global.acting[1] == 0) global.charturn = 1; else if (global.charmove[0] == 1) global.charturn = 0; } if (moveswapped == 1) { global.bmenuno = 0; global.faceaction[global.charturn] = 0; global.chartarget[global.charturn] = 0; global.charaction[global.charturn] = 0; global.charspecial[global.charturn] = 0; movenoise = 1; } if (global.charturn == 0) { with (obj_monsterparent) acting = 0; global.acting[0] = 0; global.acting[1] = 0; global.acting[2] = 0; global.faceaction[1] = 0; global.chartarget[1] = 0; global.charaction[1] = 0; global.charspecial[1] = 0; global.faceaction[2] = 0; global.tension = global.temptension[0]; for (i = 0; i < 12; i += 1) tempitem[i][0] = global.item[i]; } else { global.tension = global.temptension[global.charturn]; for (i = 0; i < 12; i += 1) tempitem[i][global.charturn] = tempitem[i][global.charturn - 1]; } }
()
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{
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    prevturn = global.charturn;
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    moveswapped = 0;
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    if (global.charturn == 1)
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    {
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        if (global.charmove[0] == 1)
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        {
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            global.charturn = 0;
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            moveswapped = 1;
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        }
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    }
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    if (global.charturn == 2)
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    {
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        moveswapped = 1;
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        if (global.charmove[1] == 1 && global.acting[1] == 0)
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            global.charturn = 1;
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        else if (global.charmove[0] == 1)
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            global.charturn = 0;
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    }
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    if (moveswapped == 1)
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    {
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        global.bmenuno = 0;
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        global.faceaction[global.charturn] = 0;
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        global.chartarget[global.charturn] = 0;
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        global.charaction[global.charturn] = 0;
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        global.charspecial[global.charturn] = 0;
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        movenoise = 1;
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    }
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    if (global.charturn == 0)
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    {
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        with (obj_monsterparent)
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            acting = 0;
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        global.acting[0] = 0;
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        global.acting[1] = 0;
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        global.acting[2] = 0;
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        global.faceaction[1] = 0;
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        global.chartarget[1] = 0;
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        global.charaction[1] = 0;
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        global.charspecial[1] = 0;
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        global.faceaction[2] = 0;
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        global.tension = global.temptension[0];
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        for (i = 0; i < 12; i += 1)
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            tempitem[i][0] = global.item[i];
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    }
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    else
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    {
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        global.tension = global.temptension[global.charturn];
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        for (i = 0; i < 12; i += 1)
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            tempitem[i][global.charturn] = tempitem[i][global.charturn - 1];
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    }
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}