Deltarune (Chapter 1) script viewer

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gml_Object_obj_treasure_room_Other_10

(view raw script w/o annotations or w/e)
1
with (obj_darkcontroller)
2
    charcon = 0;
3
global.msc = 0;
4
global.typer = 5;
5
if (global.darkzone == 1)
6
    global.typer = 6;
7
global.fc = 0;
8
global.fe = 0;
9
global.interact = 1;
10
image_index = 1;
11
global.msg[0] = 
* (It won't open.)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_treasure_room_slash_Other_10_gml_14_0")
;
12
if (global.flag[itemflag] == 1)
13
{
14
    global.msg[0] = 
* (The chest is empty.)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_treasure_room_slash_Other_10_gml_18_0")
;
15
    if (room == room_field_maze)
16
        global.msg[0] = 
* (The chest is empty.)
* (Well, except for some paper scraps.)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_treasure_room_slash_Other_10_gml_19_0")
;
17
    if (room == room_forest_dancers1 || room == room_cc_4f)
18
    {
19
        if (scr_havechar
scr_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; }
(3) && extratext == 1)
20
        {
21
            global.msg[0] = 
* (The chest is empty.)
* (Well,Delay 11 except for some minty shards.)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_treasure_room_slash_Other_10_gml_24_0")
;
22
            scr_ralface
scr_ralface

function scr_ralface(arg0, arg1) { global.msg[arg0] = scr_84_get_subst_string(
\TX \F0 \E~1 \FR \TR Close Message
scr_84_get_lang_string("scr_ralface_slash_scr_ralface_gml_1_0")
, string(arg1)); }
(1, 8);
23
            global.msg[2] = 
* Please don't eat those,Delay 11 Kris...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_treasure_room_slash_Other_10_gml_26_0")
;
24
        }
25
        if (scr_havechar
scr_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) && scr_havechar
scr_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; }
(3) && extratext == 1)
26
        {
27
            global.msg[0] = 
* (The chest is empty.)
* (Well,Delay 11 except for some minty shards.)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_treasure_room_slash_Other_10_gml_31_0")
;
28
            scr_ralface
scr_ralface

function scr_ralface(arg0, arg1) { global.msg[arg0] = scr_84_get_subst_string(
\TX \F0 \E~1 \FR \TR Close Message
scr_84_get_lang_string("scr_ralface_slash_scr_ralface_gml_1_0")
, string(arg1)); }
(1, 8);
29
            global.msg[2] = 
* Um,Delay 11 please don't eat those,Delay 11 Susie...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_treasure_room_slash_Other_10_gml_33_0")
;
30
            scr_susface
scr_susface

function scr_susface(arg0, arg1) { global.msg[arg0] = scr_84_get_subst_string(
\TX \F0 \E~1 \FS \TS Close Message
scr_84_get_lang_string("scr_susface_slash_scr_susface_gml_1_0")
, string(arg1)); }
(3, 7);
31
            global.msg[4] = 
* What!?Delay 11 Are you saving them for something!?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_treasure_room_slash_Other_10_gml_35_0")
;
32
        }
33
    }
34
    if (room == room_forest_area3A)
35
        global.msg[0] = 
* (The chest is empty.)
* (Well, except for some vowels.)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_treasure_room_slash_Other_10_gml_40_0")
;
36
}
37
else
38
{
39
    snd_play(snd_locker);
40
    itemname = 
NULL
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_treasure_room_slash_Other_10_gml_48_0")
;
41
    itemtypename = 
NULL2
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_treasure_room_slash_Other_10_gml_49_0")
;
42
    if (itemtype == "armor")
43
    {
44
        scr_armorinfo
scr_armorinfo

function scr_armorinfo(arg0) { switch (arg0) { case 0: armornametemp = " "; armordesctemp = " "; amessage2temp =
Hey, hands off!
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_8_0")
; 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 =
Amber Card
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_26_0")
; armordesctemp =
A thin square charm that sticks#to you, increasing defense.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_27_0")
; amessage2temp =
... better than nothing.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_28_0")
; amessage3temp =
It's sticky, huh, Kris...
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_29_0")
; 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 =
Dice Brace
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_46_0")
; armordesctemp =
A bracelet made out of various#symbol-inscribed cubes.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_47_0")
; amessage2temp =
... okay.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_48_0")
; amessage3temp =
It says "Friendship!"
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_49_0")
; 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 =
Pink Ribbon
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_66_0")
; armordesctemp =
A cute hair ribbon that increases#the range bullets increase tension.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_67_0")
; amessage2temp =
Nope. Not in 1st grade anymore.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_68_0")
; amessage3temp =
Um... D-do I look cute...?
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_69_0")
; armorattemp = 0; armordftemp = 1; armormagtemp = 0; armorboltstemp = 0; armorgrazeamttemp = 0; armorgrazesizetemp = 20; armorchar1temp = 1; armorchar2temp = 0; armorchar3temp = 1; armorabilitytemp =
TP Range
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_79_0")
; armorabilityicontemp = 7; armoricontemp = 4; value = 100; break; case 4: armornametemp =
White Ribbon
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_87_0")
; armordesctemp =
A crinkly hair ribbon that slightly#increases your defense.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_88_0")
; amessage2temp =
Nope. Not in 1st grade anymore.
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_89_0")
; amessage3temp =
Um... D-do I look cute...?
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_90_0")
; 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 =
Cuteness
scr_84_get_lang_string("scr_armorinfo_slash_scr_armorinfo_gml_101_0")
; armorabilityicontemp = 7; armoricontemp = 4; value = 90; break; ...
(t_itemid);
45
        itemname = armornametemp;
46
        itemtypename = 
ARMORs
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_treasure_room_slash_Other_10_gml_54_0")
;
47
        scr_armorget
scr_armorget

function scr_armorget(arg0) { i = 0; loop = 1; noroom = 0; global.armor[12] = 999; while (loop == 1) { if (global.armor[i] == 0) { global.armor[i] = arg0; break; } if (i == 12) { noroom = 1; break; } i += 1; } script_execute(scr_armorinfo_all); }
(t_itemid);
48
    }
49
    if (itemtype == "weapon")
50
    {
51
        scr_weaponinfo
scr_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 =
Wood Blade
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_29_0")
; weapondesctemp =
A wooden practice blade with a carbon-#reinforced core.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_30_0")
; wmessage2temp =
What's this!? A CHOPSTICK?
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_31_0")
; if (global.plot < 30) wmessage2tempt =
... You have a SWORD!?
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_34_0")
; wmessage3temp =
That's yours, Kris...
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_36_0")
; 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 =
Mane Ax
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_54_0")
; weapondesctemp =
Beginner's ax forged from the#mane of a dragon whelp.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_55_0")
; wmessage2temp =
I'm too GOOD for that.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_56_0")
; wmessage3temp =
Ummm... it's a bit big.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_57_0")
; 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 =
Red Scarf
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_75_0")
; weapondesctemp =
A basic scarf made of lightly#magical fiber.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_76_0")
; wmessage2temp =
No. Just... no.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_77_0")
; wmessage3temp =
Comfy! Touch it, Kris!
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_78_0")
; 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 =
EverybodyWeapon
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_97_0")
; weapondesctemp =
It felt right for everyone.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_98_0")
; wmessage2temp =
Uhhh... Ok.
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_99_0")
; wmessage3temp =
A perfect fit!
scr_84_get_lang_string("scr_weaponinfo_slash_scr_weaponinfo_gml_100_0")
; weaponattemp = 12; weapondftemp = 6; weaponmagtemp = 8; weaponboltstemp = 1; weaponstyletemp = "?"; weapongrazeamttemp = 0; weapongrazesizetemp = 0; weaponchar1temp = 1; weaponchar2temp = 1; weaponchar3temp = 1; ...
(t_itemid);
52
        itemname = weaponnametemp;
53
        itemtypename = 
WEAPONs
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_treasure_room_slash_Other_10_gml_61_0")
;
54
        scr_weaponget
scr_weaponget

function scr_weaponget(arg0) { i = 0; loop = 1; noroom = 0; global.weapon[12] = 999; while (loop == 1) { if (global.weapon[i] == 0) { global.weapon[i] = arg0; break; } if (i == 12) { noroom = 1; break; } i += 1; } script_execute(scr_weaponinfo_all); }
(t_itemid);
55
    }
56
    if (itemtype == "item")
57
    {
58
        scr_iteminfo
scr_iteminfo

function scr_iteminfo(arg0) { usable = 0; value = 0; itemtarget = 0; itemnameb = " "; itemdescb = " "; switch (arg0) { case 0: itemnameb = " "; itemdescb = "---"; break; case 1: itemnameb =
Dark Candy
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_14_0")
; itemdescb =
Heals#40HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_15_0")
; itemtarget = 1; value = 25; usable = 1; break; case 2: itemnameb =
ReviveMint
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_21_0")
; itemdescb =
Heal#Downed#Ally
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_22_0")
; itemtarget = 1; value = 400; usable = 1; break; case 3: itemnameb =
Glowshard
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_28_0")
; itemdescb =
Sell#at#shops
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_29_0")
; itemtarget = 0; value = 200; usable = 0; break; case 4: itemnameb =
Manual
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_35_0")
; itemdescb =
Read#out of#battle
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_36_0")
; itemtarget = 2; value = 1; usable = 0; break; case 5: itemnameb =
BrokenCake
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_42_0")
; itemdescb =
Heals#20HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_43_0")
; itemtarget = 1; value = 5; usable = 1; break; case 6: itemnameb =
Top Cake
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_49_0")
; itemdescb =
Heals#team#160HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_50_0")
; itemtarget = 2; value = 150; usable = 1; break; case 7: itemnameb =
Spincake
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_56_0")
; itemdescb =
Heals#team#80HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_57_0")
; itemtarget = 2; value = 5; usable = 1; break; case 8: itemnameb =
Darkburger
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_63_0")
; itemdescb =
Heals#70HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_64_0")
; itemtarget = 1; value = 70; usable = 1; break; case 9: itemnameb =
LancerCookie
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_70_0")
; itemdescb =
Heals#50HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_71_0")
; itemtarget = 1; value = 10; usable = 1; break; case 10: itemnameb =
GigaSalad
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_77_0")
; itemdescb =
Heals#4HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_78_0")
; itemtarget = 1; value = 10; usable = 1; break; case 11: itemnameb =
ClubsSandwich
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_84_0")
; itemdescb =
Heals#team#30HP
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_85_0")
; itemtarget = 2; value = 70; usable = 1; break; case 12: itemnameb =
HeartsDonut
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_91_0")
; itemdescb =
Healing#varies
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_92_0")
; itemtarget = 1; value = 40; usable = 1; break; case 13: itemnameb =
ChocDiamond
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_98_0")
; itemdescb =
Healing#varies
scr_84_get_lang_string("scr_iteminfo_slash_scr_iteminfo_gml_99_0")
; itemtarget = 1; ...
(t_itemid);
59
        itemname = itemnameb;
60
        itemtypename = 
ITEMs
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_treasure_room_slash_Other_10_gml_68_0")
;
61
        scr_itemget
scr_itemget

function scr_itemget(arg0) { i = 0; loop = 1; noroom = 0; global.item[12] = 999; while (loop == 1) { if (global.item[i] == 0) { global.item[i] = arg0; break; } if (i == 12) { noroom = 1; break; } i += 1; } script_execute(scr_iteminfo_all); }
(t_itemid);
62
    }
63
    if (itemtype == "key")
64
    {
65
        scr_keyiteminfo
scr_keyiteminfo

function scr_keyiteminfo(arg0) { tempkeyitemdesc = "---"; tempkeyitemname = " "; tempkeyitemusable = 0; switch (arg0) { case 0: tempkeyitemdesc = "---"; tempkeyitemname = " "; break; case 1: tempkeyitemdesc =
It can be used to make calls.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_13_0")
; tempkeyitemname =
Cell Phone
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_14_0")
; tempkeyitemusable = 1; break; case 2: tempkeyitemdesc =
Not too important, not too unimportant.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_18_0")
; tempkeyitemname =
Egg
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_19_0")
; tempkeyitemusable = 1; break; case 3: tempkeyitemdesc =
Though broken, it seethes with power.#A master smith could fix it.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_23_0")
; tempkeyitemname =
BrokenCake
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_24_0")
; break; case 4: tempkeyitemdesc =
It's the top part of a key.#A smith could fix all three parts.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_27_0")
; tempkeyitemname =
Broken Key A
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_28_0")
; break; case 5: tempkeyitemdesc =
The key to a mysterious cell.#Something feels strange about it.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_31_0")
; tempkeyitemname =
Door Key
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_32_0")
; break; case 6: tempkeyitemdesc =
It's the middle part of a key.#A smith could fix all three parts.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_35_0")
; tempkeyitemname =
Broken Key B
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_36_0")
; break; case 7: tempkeyitemdesc =
It's the bottom part of a key.#A smith could fix all three parts.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_39_0")
; tempkeyitemname =
Broken Key C
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_40_0")
; break; case 13: tempkeyitemusable = 1; tempkeyitemdesc =
A sharp shadow moves like water in the hand.#You have collected 1.
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_41_0")
; tempkeyitemname =
ShadowCrystal
scr_84_get_lang_string("scr_keyiteminfo_slash_scr_keyiteminfo_gml_42_0")
; break; } }
(t_itemid);
66
        itemname = tempkeyitemname;
67
        itemtypename = 
KEY ITEMs
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_treasure_room_slash_Other_10_gml_75_0")
;
68
        scr_keyitemget
scr_keyitemget

function scr_keyitemget(arg0) { i = 0; loop = 1; noroom = 0; global.item[12] = 999; while (loop == 1) { if (global.keyitem[i] == 0) { global.keyitem[i] = arg0; break; } if (i == 12) { noroom = 1; break; } i += 1; } script_execute(scr_keyiteminfo_all); }
(t_itemid);
69
    }
70
    if (itemtype == "gold")
71
    {
72
        noroom = 0;
73
        global.gold += t_itemid;
74
        itemtypename = 
MONEY HOLE
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_treasure_room_slash_Other_10_gml_82_0")
;
75
        itemname = string(t_itemid) + 
Dark Dollars
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_treasure_room_slash_Other_10_gml_83_0")
;
76
    }
77
    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; }
(
* (You opened the treasure chest.)Delay 11
* (Inside was \cY~1\cW.)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_treasure_room_slash_Other_10_gml_87_0")
, itemname);
78
    if (itemtype == "gold")
79
        global.msg[0] += "%";
80
    if (noroom == 0)
81
    {
82
        global.msg[1] = 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; }
(
* (You put \cY~1\cW in your \cY~2\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_treasure_room_slash_Other_10_gml_99_0")
, itemname, itemtypename);
83
        if (instance_exists(obj_hathyfightevent) && global.plot <= 40)
84
        {
85
            global.msg[1] = 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; }
(
* (You put \cY~1\cW in your \cY~2\cW.)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_treasure_room_slash_Other_10_gml_103_0")
, itemname, itemtypename);
86
            scr_ralface
scr_ralface

function scr_ralface(arg0, arg1) { global.msg[arg0] = scr_84_get_subst_string(
\TX \F0 \E~1 \FR \TR Close Message
scr_84_get_lang_string("scr_ralface_slash_scr_ralface_gml_1_0")
, string(arg1)); }
(2, 0);
87
            global.msg[3] = 
* That ribbon is ARMOR,Delay 11 Kris!Delay 11
* It increases defense.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_treasure_room_slash_Other_10_gml_105_0")
;
88
            global.msg[4] = 
* Why don't you try wearing it in the EQUIPMENT 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_treasure_room_slash_Other_10_gml_106_0")
;
89
            global.msg[5] = 
\E8* I think it'd look great on you!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_treasure_room_slash_Other_10_gml_107_0")
;
90
            with (obj_hathyfightevent)
91
                equipcon = 1;
92
        }
93
        global.flag[itemflag] = 1;
94
        with (obj_event_manager)
95
            trigger_event(UnknownEnum.Value_0, UnknownEnum.Value_23, UnknownEnum.Value_939);
96
    }
97
    else
98
    {
99
        global.msg[1] = 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; }
(
* (But you were carrying too many \cY~1\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_treasure_room_slash_Other_10_gml_115_0")
, itemtypename);
100
        close = 1;
101
    }
102
}
103
myinteract = 3;
104
mydialoguer = instance_create(0, 0, obj_dialoguer);
105
talked += 1;
106
107
enum UnknownEnum
108
{
109
    Value_0,
110
    Value_23 = 23,
111
    Value_939 = 939
112
}