|
1
|
global.msc = 0;
|
|
2
|
global.typer = 5;
|
|
3
|
if (global.darkzone == 1)
|
|
4
|
global.typer = 6;
|
|
5
|
global.fc = 0;
|
|
6
|
global.fe = 0;
|
|
7
|
global.interact = 1;
|
|
8
|
global.msg[0] = * The pain itself is reason why.Wait for inputClose Message ;
|
|
9
|
if (room == room_dark1)
|
|
10
|
{
|
|
11
|
global.msg[0] = \S8* (You found something shining in the dark.)Wait for input ;
|
|
12
|
global.msg[1] = * ("Even in a rush,Delay 11 you need to take care of yourself.")Wait for input ;
|
|
13
|
global.msg[2] = \S0* (You got the Wrist Protector.)Delay 11 * (Hold + scr_get_input_namescr_get_input_name
function scr_get_input_name(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (6) + to skip text.)Wait for inputClose Message ;
|
|
14
|
global.writersnd[0] = snd_item;
|
|
15
|
global.writersnd[8] = snd_great_shine;
|
|
16
|
if (global.flag[10 wrist_protector] == 1)
|
|
17
|
global.msg[0] = * (Nothing.)Wait for inputClose Message ;
|
|
18
|
with (obj_npc_room_animated)
|
|
19
|
visible = 0;
|
|
20
|
global.flag[10 wrist_protector] = 1;
|
|
21
|
}
|
|
22
|
if (room == room_town_mid)
|
|
23
|
{
|
|
24
|
if (sprite_index == spr_npc_icemascot2)
|
|
25
|
{
|
|
26
|
global.msg[0] = * Would you be interested in trying some of our many 24 Pezza Flavors?Wait for input ;
|
|
27
|
global.msg[1] = * We've got Normal,Wait for input ;
|
|
28
|
global.msg[2] = ;
|
|
29
|
global.msg[3] = ;
|
|
30
|
global.msg[4] = ;
|
|
31
|
global.msg[5] = * Double Ice,Wait for input ;
|
|
32
|
global.msg[6] = * Peeperoniss,Wait for input ;
|
|
33
|
global.msg[7] = * And more!Delay 11 * Stop on down at ICE-E's PEZZA!Wait for inputClose Message ;
|
|
34
|
if (talked >= 1)
|
|
35
|
{
|
|
36
|
global.msg[0] = * Psst,Delay 11 can I tell you a mascot secret?Delay 11 I only started working here because...Wait for input ;
|
|
37
|
global.msg[1] = * The logo made me think it was an ice-cream shop...Wait for input ;
|
|
38
|
global.msg[2] = * But I ended up really loving my job!Delay 11 And my co-workers,Delay 11 too!Delay 11 Heehee!Wait for inputClose Message ;
|
|
39
|
}
|
|
40
|
}
|
|
41
|
if (sprite_index == spr_npc_icemascot_fake)
|
|
42
|
global.msg[0] = * ICE ME UP!Delay 11 * ICE ME UP,Delay 11 BOSS!!!Wait for inputClose Message ;
|
|
43
|
if (sprite_index == spr_npc_icemascot1)
|
|
44
|
{
|
|
45
|
global.msg[0] = * (Oh,Delay 11 God,Delay 11 someone's actually here...) * Uhhhh...Wait for input ;
|
|
46
|
global.msg[1] = * Ice E's P"E"ZZA,Delay 11 You're number "#1" Spot for a piping hot pe"E"ce of PEZZA.Wait for input ;
|
|
47
|
global.msg[2] = ;
|
|
48
|
global.msg[3] = * ... H...Delay 11 Hey!Delay 11 * Hey,Delay 11 wait a second!Wait for input ;
|
|
49
|
global.msg[4] = * I recognize you!Wait for inputClose Message ;
|
|
50
|
with (obj_town_event)
|
|
51
|
con = 20;
|
|
52
|
}
|
|
53
|
}
|
|
54
|
if (room == room_diner)
|
|
55
|
{
|
|
56
|
global.msg[0] = * I like the vibe of the waitresses here.Delay 11 * Maybe I should sign up,Delay 11 too...Wait for input ;
|
|
57
|
global.msg[1] = * ... Nah,Delay 11 serving drinks wouldn't really suit a fire elemental.Wait for input ;
|
|
58
|
global.msg[2] = * If I got nervous,Delay 11 I'd just melt all the ice.Wait for inputClose Message ;
|
|
59
|
if (talked >= 1)
|
|
60
|
global.msg[0] = * What if I just served coffee?Delay 11 * Nah,Delay 11 that sounds like a lawsuit waiting to happen...Wait for inputClose Message ;
|
|
61
|
}
|
|
62
|
if (room == room_cc_clover)
|
|
63
|
global.msg[0] = * (It's a boombox.)Delay 11 * (It's playing clubs music.)Wait for inputClose Message ;
|
|
64
|
if (room == room_cc_6f)
|
|
65
|
{
|
|
66
|
global.msg[0] = * (Its previously violent expression has turned to kindness...)Wait for input ;
|
|
67
|
global.msg[1] = * (It will now live a peaceful life.)Wait for inputClose Message ;
|
|
68
|
}
|
|
69
|
if (room == room_cc_throneroom)
|
|
70
|
{
|
|
71
|
global.msg[0] = * (Because you rescued it,Delay 11 it grew to respect you...)Wait for input ;
|
|
72
|
global.msg[1] = * (Well,Delay 11 actually,Delay 11 maybe it shrunk to respect you.)Wait for inputClose Message ;
|
|
73
|
}
|
|
74
|
if (room == room_field_maze)
|
|
75
|
{
|
|
76
|
global.msg[0] = * (It's some sort of enemy...Delay 11 looks like they got clobbered.)Wait for inputClose Message ;
|
|
77
|
if (scr_havecharscr_havechar
function scr_havechar(arg0)
{
_rreturn = 0;
if (global.char[0] == arg0)
_rreturn = 1;
if (global.char[1] == arg0)
_rreturn = 1;
if (global.char[2] == arg0)
_rreturn = 1;
return _rreturn;
} (2))
|
|
78
|
{
|
|
79
|
global.fc = 1;
|
|
80
|
global.typer = 30;
|
|
81
|
global.fe = 1;
|
|
82
|
global.msg[0] = * Ah,Delay 11 clobbered guys.Delay 11 * Brings back memories.Wait for inputClose Message ;
|
|
83
|
}
|
|
84
|
}
|
|
85
|
if (room == room_forest_savepoint_relax)
|
|
86
|
{
|
|
87
|
if (y >= 200)
|
|
88
|
{
|
|
89
|
global.msg[0] = * Urrrghhh,Delay 11 why does the King make us take care of his son?Wait for input ;
|
|
90
|
global.msg[1] = * He's not a bad kid,Delay 11 but he's so weird,Delay 11 and it's so...Delay 11 obligatory...Wait for input ;
|
|
91
|
global.msg[2] = * ... It's no wonder nobody REALLY likes him.Wait for inputClose Message ;
|
|
92
|
if (talked >= 1)
|
|
93
|
{
|
|
94
|
global.msg[0] = * B-but,Delay 11 at the same time,Delay 11 because no one wanted to be his friend...Wait for input ;
|
|
95
|
global.msg[1] = * He ended up becoming REAL friends with a Lightner...Delay 11 A MEAN one...Wait for input ;
|
|
96
|
global.msg[2] = * We probably should have been a better influence,Delay 11 huh!Wait for inputClose Message ;
|
|
97
|
}
|
|
98
|
if (global.plot >= 90)
|
|
99
|
{
|
|
100
|
global.msg[0] = * (Swish, swish) * Oh,Delay 11 fanning?Delay 11 * I'm not fanning.Wait for input ;
|
|
101
|
global.msg[1] = * This is a weighted leaf.Delay 11 I'm just building up my muscles.Wait for inputClose Message ;
|
|
102
|
}
|
|
103
|
}
|
|
104
|
else
|
|
105
|
{
|
|
106
|
global.msg[0] = * L...Delay 11 Lightners!Delay 11 This girl's with you,Delay 11 r-right!?Wait for input ;
|
|
107
|
global.msg[1] = * Sh-She's forcing me to fan her...!Delay 11 Please get her under control!Wait for input ;
|
|
108
|
scr_susfacescr_susface
function scr_susface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char S Sound S Close Message , string(arg1));
} (2, 2);
|
|
109
|
global.msg[3] = * Nah,Delay 11 they're MY enemies,Delay 11 actually.Wait for input ;
|
|
110
|
global.msg[4] = Face 4* We split up 'cause I was too EVIL for 'em.Wait for input ;
|
|
111
|
scr_nofacescr_noface
function scr_noface(arg0)
{
global.msg[arg0] = Sound X Char 0 Sound 0 Close Message ;
} (5);
|
|
112
|
global.msg[6] = * H-Huh!?Delay 11 Help!!!Delay 11 Help me!!!Delay 11 I don't wanna fan forever!!Wait for inputClose Message ;
|
|
113
|
if (talked >= 1)
|
|
114
|
global.msg[0] = * Help me!!!Delay 11 I don't wanna fan forever!!!Wait for inputClose Message ;
|
|
115
|
if (global.plot >= 90)
|
|
116
|
{
|
|
117
|
global.msg[0] = * I thought I hated fanning leaves,Delay 11 but I got really into it...Wait for input ;
|
|
118
|
global.msg[1] = * (Swish, swish) * I could do this forever!Wait for inputClose Message ;
|
|
119
|
}
|
|
120
|
}
|
|
121
|
}
|
|
122
|
myinteract = 3;
|
|
123
|
mydialoguer = instance_create(0, 0, obj_dialoguer);
|
|
124
|
talked += 1;
|