|
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] = * You can't read these symbols... * Or maybe it's the handwriting.Wait for inputClose Message ;
|
|
9
|
if (room == room_field1)
|
|
10
|
{
|
|
11
|
if (x < (room_width / 2))
|
|
12
|
global.msg[0] = * (Enemies ahead! Delay 11You're gonna die!)Delay 11 * (SIGNED, LANCER)Wait for inputClose Message ;
|
|
13
|
if (x > (room_width / 2))
|
|
14
|
global.msg[0] = * (If you're reading this... Delay 11 I guess you're dead.) * (SIGNED, LANCER)Wait for inputClose Message ;
|
|
15
|
}
|
|
16
|
if (room == room_field2)
|
|
17
|
global.msg[0] = * (Hey,Delay 11 don't read this sign! It's a work in progress!) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
18
|
if (room == room_field2A)
|
|
19
|
{
|
|
20
|
global.msg[0] = * (These types of trees DON'T contain an item that can heal you.)Wait for input ;
|
|
21
|
global.msg[1] = * (Whatever you do,Delay 11 DON'T check the tree and use + 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 open your menu!)Wait for input ;
|
|
22
|
global.msg[2] = * (You got it!?) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
23
|
}
|
|
24
|
if (room == room_field_maze)
|
|
25
|
{
|
|
26
|
if (y > 80)
|
|
27
|
global.msg[0] = * (Behold, the Maze of Death! * Prepare to GET LOST, clowns!!!) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
28
|
if (y > 200)
|
|
29
|
{
|
|
30
|
global.msg[0] = * (Feeling lost yet!? You must be UTTERLY HELPLESS among these twists and turns!)Wait for input ;
|
|
31
|
global.msg[1] = * (Your sense of direction won't save you now!) * (SIGNED, LANCER)Wait for inputClose Message ;
|
|
32
|
}
|
|
33
|
if (y > 640)
|
|
34
|
global.msg[0] = * (Hey, wait!! Where am I!? Help! Somebody help! I'm lost!!) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
35
|
if (y > 1000 && x > 1000)
|
|
36
|
global.msg[0] = * (Oh, it's just this way.) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
37
|
if (y > 1000 && x < 600)
|
|
38
|
global.msg[0] = * (Hey, don't look!Delay 11 This sign's private!) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
39
|
}
|
|
40
|
if (room == room_field_getsusie)
|
|
41
|
global.msg[0] = * (Heheheheh!!! I sneaked by and made a sign!!) * (SIGNED,Delay 11 LANCER)Wait for inputClose Message ;
|
|
42
|
if (room == room_field3)
|
|
43
|
{
|
|
44
|
global.msg[0] = * (Hathy, in case you wanted to make us a birthday gift...)Wait for input ;
|
|
45
|
global.msg[1] = * (My favorite things are trees,Delay 11 boys,Delay 11 and sports!) * (SIGNED,Delay 11 CLOVER)Wait for inputClose Message ;
|
|
46
|
}
|
|
47
|
if (room == room_field_puzzletutorial)
|
|
48
|
{
|
|
49
|
global.msg[0] = * "Hole Goals"Wait for input ;
|
|
50
|
global.msg[1] = $1 - Monthly tutorial, weekly. $10 - Weekly tutorial, monthly. $100 - Stop making tutorials.Wait for inputClose Message ;
|
|
51
|
}
|
|
52
|
if (room == room_field_secret1)
|
|
53
|
{
|
|
54
|
global.msg[0] = * (From the bottom,Delay 11 the order of our rooms in Card Castle.)Wait for input ;
|
|
55
|
global.msg[1] = * (Of course,Delay 11 if you haven't been there,Delay 11 you won't know it.)Wait for inputClose Message ;
|
|
56
|
if (read >= 1)
|
|
57
|
global.msg[0] = * (Really emphasizing that it's impossible if you haven't been there...)Wait for inputClose Message ;
|
|
58
|
}
|
|
59
|
if (room == room_forest_puzzle1)
|
|
60
|
{
|
|
61
|
global.msg[0] = * (Enter the password!)Wait for input ;
|
|
62
|
global.msg[1] = * (Note: Due to everyone forgetting the password,Delay 11 it's written at the top.)Wait for inputClose Message ;
|
|
63
|
}
|
|
64
|
if (room == room_forest_thrashmaker)
|
|
65
|
{
|
|
66
|
}
|
|
67
|
if (room == room_cc_prison_cells)
|
|
68
|
{
|
|
69
|
global.flag[231 jail_interacts] += 1;
|
|
70
|
global.msc = 300;
|
|
71
|
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);
|
|
72
|
}
|
|
73
|
if (room == room_cc_prison2)
|
|
74
|
{
|
|
75
|
global.msg[0] = * This jail is Pissing me off...Wait for input ;
|
|
76
|
global.msg[1] = * I'm the original Starwalker Wait for inputClose Message ;
|
|
77
|
}
|
|
78
|
if (room == room_cc_throneroom)
|
|
79
|
{
|
|
80
|
if (sprite_index == spr_darkthrone)
|
|
81
|
{
|
|
82
|
global.msg[0] = * (It's a throne.)Delay 11 * (It seems to have been damaged in a struggle...)Wait for inputClose Message ;
|
|
83
|
with (obj_event_manager)
|
|
84
|
trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_25);
|
|
85
|
}
|
|
86
|
if (sprite_index == spr_darkmoney)
|
|
87
|
global.msg[0] = * (Riches and treasure.)Delay 11 * (It gleams with avarice.)Wait for inputClose Message ;
|
|
88
|
}
|
|
89
|
if (room == room_flowershop_2f)
|
|
90
|
global.msg[0] = scr_84_get_subst_stringscr_84_get_subst_string
function scr_84_get_subst_string()
{
var str = argument[0];
var sub_id = 1;
length = string_length(str);
pos = 0;
while (sub_id < argument_count)
{
var sub = "~" + string(sub_id);
str = string_replace_all(str, sub, argument[sub_id]);
sub_id = sub_id + 1;
}
return str;
} (* (It's ~1 flower,Delay 11 protected in a container...)Wait for inputClose Message , colortxt);
|
|
91
|
if (room == room_town_north)
|
|
92
|
{
|
|
93
|
global.msg[0] = * (It's your dad's truck.)Wait for input ;
|
|
94
|
global.msg[1] = * (The floor of the front seat is littered with old papers and country CDs...)Wait for inputClose Message ;
|
|
95
|
}
|
|
96
|
if (room == room_beach)
|
|
97
|
{
|
|
98
|
global.msc = 192;
|
|
99
|
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);
|
|
100
|
}
|
|
101
|
if (room == room_town_krisyard)
|
|
102
|
global.msg[0] = * (It's your mom's van.)Wait for inputClose Message ;
|
|
103
|
read += 1;
|
|
104
|
myinteract = 3;
|
|
105
|
mydialoguer = instance_create(0, 0, obj_dialoguer);
|
|
106
|
|
|
107
|
enum UnknownEnum
|
|
108
|
{
|
|
109
|
Value_0,
|
|
110
|
Value_25 = 25
|
|
111
|
}
|