Deltarune (Chapter 1) script viewer

← back to main script listing

gml_Object_obj_npc_sign_Other_10

(view raw script w/o annotations or w/e)
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_8_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_12_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_13_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_30_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_41_0")
;
21
    global.msg[1] = 
* (Whatever you do,Delay 11 DON'T check the tree and use
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_42_0")
+ scr_get_input_name
scr_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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_42_1")
;
22
    global.msg[2] = 
* (You got it!?)
* (SIGNED,Delay 11 LANCER)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_43_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_49_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_52_0")
;
31
        global.msg[1] = 
* (Your sense of direction won't save you now!)
* (SIGNED, LANCER)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_53_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_55_0")
;
35
    if (y > 1000 && x > 1000)
36
        global.msg[0] = 
* (Oh, it's just this way.)
* (SIGNED,Delay 11 LANCER)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_56_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_57_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_63_0")
;
42
if (room == room_field3)
43
{
44
    global.msg[0] = 
* (Hathy, in case you wanted to make us a birthday gift...)Wait for input
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_68_0")
;
45
    global.msg[1] = 
* (My favorite things are trees,Delay 11 boys,Delay 11 and sports!)
* (SIGNED,Delay 11 CLOVER)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_69_0")
;
46
}
47
if (room == room_field_puzzletutorial)
48
{
49
    global.msg[0] = 
* "Hole Goals"Wait for input
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_74_0")
;
50
    global.msg[1] = 
$1 - Monthly tutorial, weekly.
$10 - Weekly tutorial, monthly.
$100 - Stop making tutorials.Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_75_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_80_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_81_0")
;
56
    if (read >= 1)
57
        global.msg[0] = 
* (Really emphasizing that it's impossible if you haven't been there...)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_84_0")
;
58
}
59
if (room == room_forest_puzzle1)
60
{
61
    global.msg[0] = 
* (Enter the password!)Wait for input
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_90_0")
;
62
    global.msg[1] = 
* (Note: Due to everyone forgetting the password,Delay 11 it's written at the top.)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_91_0")
;
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_text
scr_text

function scr_text(arg0) { switch (arg0) { case 0: break; case 10: global.choicemsg[1] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_7_0")
; global.choicemsg[0] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_8_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; global.msg[0] =
* You really didn't want to throw it away.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_11_0")
; global.msg[1] =
* Throw it away anyway?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_12_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_13_0")
; break; case 11: if (global.choice == 0) { global.msg[0] =
* You felt a feeling of relief.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_19_0")
; } else { global.msg[0] =
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_23_0")
; global.msg[1] =
* It broke into pieces.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_24_0")
; global.msg[2] =
* You felt bitter.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_25_0")
; 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
scr_84_get_lang_string("scr_text_slash_scr_text_gml_38_0")
; global.msg[1] =
\E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_39_0")
; global.msg[2] =
\E1* Huh?Delay 11
* You want to be partners?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_40_0")
; global.msg[3] =
\E4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_41_0")
; global.msg[4] =
\E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_42_0")
; global.msg[5] =
\E4* I'll ask if you're sure!

Not yet Yes. Ask.\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_43_0")
; global.msg[6] = " "; break; case 101: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_50_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_51_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_56_0")
; break; case 102: global.msg[0] =
\E0* Do you wanna be partners?
Not yet Yes\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_61_0")
; global.msg[1] = " "; break; case 103: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_68_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_69_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_74_0")
; break; case 104: global.msg[0] =
\E0* Alright.Delay 11
* Let's get this over with.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_79_0")
; global.msg[1] =
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_80_0")
; global.msg[2] =
\E2* YOU'LL do our project.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_81_0")
; global.msg[3] =
* How's that sound?

Good Bad\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_82_0")
; global.msg[4] = " "; break; case 105: global.msg[0] = " %%"; break; case 110: global.choicemsg[0] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_91_0")
; global.choicemsg[1] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_92_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; if (global.flag[100 got_glowshard] == 0) { global.msg[0] =
* (There's something glowing inside.)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_97_0")
; global.msg[1] =
* (Take it?)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_98_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_99_0")
; } else { global.msg[0] =
* (It's dark inside.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_103_0")
; } break; case 111: if (global.choice == 0) { global.msg[0] =
* (You got the Glowshard.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_111_0")
; global.flag[100 got_glowshard] = 1; scr_itemget(3); ...
(global.msc);
72
}
73
if (room == room_cc_prison2)
74
{
75
    global.msg[0] = 
* This \cYjail\cW is \cYPissing\cW me off...Wait for input
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_161_0")
;
76
    global.msg[1] = 
* I'm the original \cYStarwalker\cW Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_162_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_169_0")
;
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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_173_0")
;
88
}
89
if (room == room_flowershop_2f)
90
    global.msg[0] = scr_84_get_subst_string
scr_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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_179_0")
, colortxt);
91
if (room == room_town_north)
92
{
93
    global.msg[0] = 
* (It's your dad's truck.)Wait for input
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_184_0")
;
94
    global.msg[1] = 
* (The floor of the front seat is littered with old papers and country CDs...)Wait for inputClose Message
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_185_0")
;
95
}
96
if (room == room_beach)
97
{
98
    global.msc = 192;
99
    scr_text
scr_text

function scr_text(arg0) { switch (arg0) { case 0: break; case 10: global.choicemsg[1] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_7_0")
; global.choicemsg[0] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_8_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; global.msg[0] =
* You really didn't want to throw it away.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_11_0")
; global.msg[1] =
* Throw it away anyway?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_12_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_13_0")
; break; case 11: if (global.choice == 0) { global.msg[0] =
* You felt a feeling of relief.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_19_0")
; } else { global.msg[0] =
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_23_0")
; global.msg[1] =
* It broke into pieces.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_24_0")
; global.msg[2] =
* You felt bitter.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_25_0")
; 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
scr_84_get_lang_string("scr_text_slash_scr_text_gml_38_0")
; global.msg[1] =
\E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_39_0")
; global.msg[2] =
\E1* Huh?Delay 11
* You want to be partners?Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_40_0")
; global.msg[3] =
\E4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_41_0")
; global.msg[4] =
\E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_42_0")
; global.msg[5] =
\E4* I'll ask if you're sure!

Not yet Yes. Ask.\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_43_0")
; global.msg[6] = " "; break; case 101: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_50_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_51_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_56_0")
; break; case 102: global.msg[0] =
\E0* Do you wanna be partners?
Not yet Yes\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_61_0")
; global.msg[1] = " "; break; case 103: if (global.choice == 1) { global.msg[0] =
\E0* OK,Delay 11 I'll ask!Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_68_0")
; global.msg[1] =
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_69_0")
; with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] =
\E4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_74_0")
; break; case 104: global.msg[0] =
\E0* Alright.Delay 11
* Let's get this over with.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_79_0")
; global.msg[1] =
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_80_0")
; global.msg[2] =
\E2* YOU'LL do our project.Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_81_0")
; global.msg[3] =
* How's that sound?

Good Bad\C1
scr_84_get_lang_string("scr_text_slash_scr_text_gml_82_0")
; global.msg[4] = " "; break; case 105: global.msg[0] = " %%"; break; case 110: global.choicemsg[0] =
#Yes
scr_84_get_lang_string("scr_text_slash_scr_text_gml_91_0")
; global.choicemsg[1] =
#No
scr_84_get_lang_string("scr_text_slash_scr_text_gml_92_0")
; global.choicemsg[2] = " "; global.choicemsg[3] = " "; if (global.flag[100 got_glowshard] == 0) { global.msg[0] =
* (There's something glowing inside.)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_97_0")
; global.msg[1] =
* (Take it?)Wait for input
scr_84_get_lang_string("scr_text_slash_scr_text_gml_98_0")
; global.msg[2] =
\C2
scr_84_get_lang_string("scr_text_slash_scr_text_gml_99_0")
; } else { global.msg[0] =
* (It's dark inside.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_103_0")
; } break; case 111: if (global.choice == 0) { global.msg[0] =
* (You got the Glowshard.)Wait for inputClose Message
scr_84_get_lang_string("scr_text_slash_scr_text_gml_111_0")
; 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
scr_84_get_lang_string
scr_84_get_lang_string

function scr_84_get_lang_string(arg0) { return ds_map_find_value(global.lang_map, arg0); }
("obj_npc_sign_slash_Other_10_gml_196_0")
;
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
}