|
1
|
idletimer = 0;
|
|
2
|
idlefacer = 0;
|
|
3
|
talkfacer = 0;
|
|
4
|
talkbuffer = 0;
|
|
5
|
menu = 0;
|
|
6
|
submenu = 0;
|
|
7
|
global.typer = 6;
|
|
8
|
draw_set_color(c_white);
|
|
9
|
scr_84_set_draw_fontscr_84_set_draw_font
function scr_84_set_draw_font(arg0)
{
global.chemg_font = arg0;
draw_set_font(scr_84_get_font(arg0));
} ("mainbig");
|
|
10
|
talktimer = 0;
|
|
11
|
cur_jewel = 0;
|
|
12
|
shopcharx = 0;
|
|
13
|
siner = 0;
|
|
14
|
for (i = 0; i < 20; i += 1)
|
|
15
|
{
|
|
16
|
menuc[i] = 0;
|
|
17
|
submenuc[i] = 0;
|
|
18
|
}
|
|
19
|
onebuffer = 0;
|
|
20
|
twobuffer = 0;
|
|
21
|
upbuffer = 0;
|
|
22
|
downbuffer = 0;
|
|
23
|
hold_up = 0;
|
|
24
|
hold_down = 0;
|
|
25
|
_up_pressed = 0;
|
|
26
|
_down_pressed = 0;
|
|
27
|
murder = 0;
|
|
28
|
moff = 415;
|
|
29
|
global.currentsong[0] = snd_init("shop1.ogg");
|
|
30
|
global.currentsong[1] = mus_loop_ext(global.currentsong[0], 1, 0.95);
|
|
31
|
menu = 0;
|
|
32
|
menuc[0] = 0;
|
|
33
|
menuc[1] = 0;
|
|
34
|
menuc[2] = 0;
|
|
35
|
menuc[3] = 0;
|
|
36
|
menuc[4] = 0;
|
|
37
|
item0pic = spr_heart;
|
|
38
|
item1pic = spr_heart;
|
|
39
|
item2pic = spr_heart;
|
|
40
|
item3pic = spr_heart;
|
|
41
|
itemtotal = 4;
|
|
42
|
item[0] = 1;
|
|
43
|
item[1] = 8;
|
|
44
|
item[2] = 1;
|
|
45
|
item[3] = 5;
|
|
46
|
item[4] = 0;
|
|
47
|
item[5] = 0;
|
|
48
|
item[6] = 0;
|
|
49
|
itemtype[0] = "item";
|
|
50
|
itemtype[1] = "item";
|
|
51
|
itemtype[2] = "armor";
|
|
52
|
itemtype[3] = "weapon";
|
|
53
|
itemtype[4] = "item";
|
|
54
|
itemtype[5] = "item";
|
|
55
|
itemtype[6] = "item";
|
|
56
|
shopdesc[0] = ITEM#Star-shape#candy that#heals 40HP ;
|
|
57
|
shopdesc[1] = ITEM#Mysterious#hamburger#heals 70HP ;
|
|
58
|
shopdesc[2] = ;
|
|
59
|
shopdesc[3] = ;
|
|
60
|
for (i = 0; i < itemtotal; i += 1)
|
|
61
|
{
|
|
62
|
itematk[i] = 0;
|
|
63
|
itemdef[i] = 0;
|
|
64
|
itemmagic[i] = 0;
|
|
65
|
canequip[i][1] = 0;
|
|
66
|
canequip[i][2] = 0;
|
|
67
|
canequip[i][3] = 0;
|
|
68
|
if (itemtype[i] == "item")
|
|
69
|
{
|
|
70
|
scr_iteminfoscr_iteminfo
function scr_iteminfo(arg0)
{
usable = 0;
value = 0;
itemtarget = 0;
itemnameb = " ";
itemdescb = " ";
switch (arg0)
{
case 0:
itemnameb = " ";
itemdescb = "---";
break;
case 1:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 25;
usable = 1;
break;
case 2:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 400;
usable = 1;
break;
case 3:
itemnameb = ;
itemdescb = ;
itemtarget = 0;
value = 200;
usable = 0;
break;
case 4:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 1;
usable = 0;
break;
case 5:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 5;
usable = 1;
break;
case 6:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 150;
usable = 1;
break;
case 7:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 5;
usable = 1;
break;
case 8:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 70;
usable = 1;
break;
case 9:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 10;
usable = 1;
break;
case 10:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 10;
usable = 1;
break;
case 11:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 70;
usable = 1;
break;
case 12:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 40;
usable = 1;
break;
case 13:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
... (item[i]);
|
|
71
|
shopitemname[i] = itemnameb;
|
|
72
|
buyvalue[i] = value;
|
|
73
|
}
|
|
74
|
if (itemtype[i] == "armor")
|
|
75
|
{
|
|
76
|
scr_armorinfoscr_armorinfo
function scr_armorinfo(arg0)
{
switch (arg0)
{
case 0:
armornametemp = " ";
armordesctemp = " ";
amessage2temp = ;
amessage3temp = " ";
armorattemp = 0;
armordftemp = 0;
armormagtemp = 0;
armorboltstemp = 0;
armorgrazeamttemp = 0;
armorgrazesizetemp = 0;
armorchar1temp = 1;
armorchar2temp = 0;
armorchar3temp = 1;
armorabilitytemp = " ";
armorabilityicontemp = 0;
armoricontemp = 0;
value = 0;
break;
case 1:
armornametemp = ;
armordesctemp = A thin square charm that sticks#to you, increasing defense. ;
amessage2temp = ;
amessage3temp = It's sticky, huh, Kris... ;
armorattemp = 0;
armordftemp = 1;
armormagtemp = 0;
armorboltstemp = 0;
armorgrazeamttemp = 0;
armorgrazesizetemp = 0;
armorchar1temp = 1;
armorchar2temp = 1;
armorchar3temp = 1;
armorabilitytemp = " ";
armorabilityicontemp = 0;
armoricontemp = 4;
value = 100;
break;
case 2:
armornametemp = ;
armordesctemp = A bracelet made out of various#symbol-inscribed cubes. ;
amessage2temp = ;
amessage3temp = ;
armorattemp = 0;
armordftemp = 2;
armormagtemp = 0;
armorboltstemp = 0;
armorgrazeamttemp = 0;
armorgrazesizetemp = 0;
armorchar1temp = 1;
armorchar2temp = 1;
armorchar3temp = 1;
armorabilitytemp = " ";
armorabilityicontemp = 0;
armoricontemp = 4;
value = 150;
break;
case 3:
armornametemp = ;
armordesctemp = A cute hair ribbon that increases#the range bullets increase tension. ;
amessage2temp = Nope. Not in 1st grade anymore. ;
amessage3temp = Um... D-do I look cute...? ;
armorattemp = 0;
armordftemp = 1;
armormagtemp = 0;
armorboltstemp = 0;
armorgrazeamttemp = 0;
armorgrazesizetemp = 20;
armorchar1temp = 1;
armorchar2temp = 0;
armorchar3temp = 1;
armorabilitytemp = ;
armorabilityicontemp = 7;
armoricontemp = 4;
value = 100;
break;
case 4:
armornametemp = ;
armordesctemp = A crinkly hair ribbon that slightly#increases your defense. ;
amessage2temp = Nope. Not in 1st grade anymore. ;
amessage3temp = Um... D-do I look cute...? ;
if (instance_exists(obj_hathyfightevent))
amessage3temp = " ";
armorattemp = 0;
armordftemp = 2;
armormagtemp = 0;
armorboltstemp = 0;
armorgrazeamttemp = 0;
armorgrazesizetemp = 0;
armorchar1temp = 1;
armorchar2temp = 0;
armorchar3temp = 1;
armorabilitytemp = ;
armorabilityicontemp = 7;
armoricontemp = 4;
value = 90;
break;
... (item[i]);
|
|
77
|
shopitemname[i] = armornametemp;
|
|
78
|
buyvalue[i] = value;
|
|
79
|
itemdef[i] = armordftemp;
|
|
80
|
canequip[i][1] = armorchar1temp;
|
|
81
|
canequip[i][2] = armorchar2temp;
|
|
82
|
canequip[i][3] = armorchar3temp;
|
|
83
|
}
|
|
84
|
if (itemtype[i] == "weapon")
|
|
85
|
{
|
|
86
|
scr_weaponinfoscr_weaponinfo
function scr_weaponinfo(arg0)
{
switch (arg0)
{
case 0:
weaponnametemp = " ";
weapondesctemp = " ";
wmessage2temp = " ";
wmessage3temp = " ";
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 0;
weaponstyletemp = " ";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponabilitytemp = " ";
weaponabilityicontemp = 0;
weaponicontemp = 0;
value = 0;
break;
case 1:
weaponnametemp = ;
weapondesctemp = A wooden practice blade with a carbon-#reinforced core. ;
wmessage2temp = What's this!? A CHOPSTICK? ;
if (global.plot < 30)
wmessage2tempt = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 1;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponicontemp = 1;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 60;
break;
case 2:
weaponnametemp = ;
weapondesctemp = Beginner's ax forged from the#mane of a dragon whelp. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponicontemp = 2;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 80;
break;
case 3:
weaponnametemp = ;
weapondesctemp = A basic scarf made of lightly#magical fiber. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 1;
weaponicontemp = 3;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 100;
break;
case 4:
weaponnametemp = ;
weapondesctemp = It felt right for everyone. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 12;
weapondftemp = 6;
weaponmagtemp = 8;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 1;
weaponchar2temp = 1;
weaponchar3temp = 1;
... (item[i]);
|
|
87
|
itematk[i] = weaponattemp;
|
|
88
|
itemmagic[i] = weaponmagtemp;
|
|
89
|
shopitemname[i] = weaponnametemp;
|
|
90
|
canequip[i][1] = weaponchar1temp;
|
|
91
|
canequip[i][2] = weaponchar2temp;
|
|
92
|
canequip[i][3] = weaponchar3temp;
|
|
93
|
buyvalue[i] = value;
|
|
94
|
}
|
|
95
|
}
|
|
96
|
buyvalue[0] = 40;
|
|
97
|
sell = 0;
|
|
98
|
bought = 0;
|
|
99
|
mainmessage = 0;
|
|
100
|
minimenuy = 220;
|
|
101
|
global.typer = 23;
|
|
102
|
scr_84_set_draw_fontscr_84_set_draw_font
function scr_84_set_draw_font(arg0)
{
global.chemg_font = arg0;
draw_set_font(scr_84_get_font(arg0));
} ("mainbig");
|
|
103
|
sidemessage = 0;
|
|
104
|
selling = 0;
|
|
105
|
global.msc = 0;
|
|
106
|
glow = 0;
|
|
107
|
shx = 130;
|
|
108
|
soldo = 0;
|
|
109
|
global.faceemotion = 0;
|
|
110
|
an = 0;
|