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 ; |
12 |
if (global.flag[itemflag] == 1) |
13 |
{ |
14 |
global.msg[0] = * (The chest is empty.)Wait for inputClose Message ; |
15 |
if (room == room_field_maze) |
16 |
global.msg[0] = * (The chest is empty.) * (Well, except for some paper scraps.)Wait for inputClose Message ; |
17 |
if (room == room_forest_dancers1 || room == room_cc_4f) |
18 |
{ |
19 |
if (scr_havecharscr_havecharfunction 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 ; |
22 |
scr_ralface(1, 8); |
23 |
global.msg[2] = * Please don't eat those,Delay 11 Kris...Wait for inputClose Message ; |
24 |
} |
25 |
if (scr_havecharscr_havecharfunction 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_havecharscr_havecharfunction 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 ; |
28 |
scr_ralface(1, 8); |
29 |
global.msg[2] = * Um,Delay 11 please don't eat those,Delay 11 Susie...Wait for input ; |
30 |
scr_susface(3, 7); |
31 |
global.msg[4] = * What!?Delay 11 Are you saving them for something!?Wait for inputClose Message ; |
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 ; |
36 |
} |
37 |
else |
38 |
{ |
39 |
snd_play(snd_locker); |
40 |
itemname = ; |
41 |
itemtypename = ; |
42 |
if (itemtype == "armor") |
43 |
{ |
44 |
scr_armorinfoscr_armorinfofunction 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;
... (t_itemid); |
45 |
itemname = armornametemp; |
46 |
itemtypename = ; |
47 |
scr_armorgetscr_armorgetfunction 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_weaponinfoscr_weaponinfofunction 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;
... (t_itemid); |
52 |
itemname = weaponnametemp; |
53 |
itemtypename = ; |
54 |
scr_weapongetscr_weapongetfunction 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_iteminfoscr_iteminfofunction 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;
... (t_itemid); |
59 |
itemname = itemnameb; |
60 |
itemtypename = ; |
61 |
scr_itemgetscr_itemgetfunction 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_keyiteminfoscr_keyiteminfofunction scr_keyiteminfo(arg0)
{
tempkeyitemdesc = "---";
tempkeyitemname = " ";
tempkeyitemusable = 0;
switch (arg0)
{
case 0:
tempkeyitemdesc = "---";
tempkeyitemname = " ";
break;
case 1:
tempkeyitemdesc = It can be used to make calls. ;
tempkeyitemname = ;
tempkeyitemusable = 1;
break;
case 2:
tempkeyitemdesc = Not too important, not too unimportant. ;
tempkeyitemname = ;
tempkeyitemusable = 1;
break;
case 3:
tempkeyitemdesc = Though broken, it seethes with power.#A master smith could fix it. ;
tempkeyitemname = ;
break;
case 4:
tempkeyitemdesc = It's the top part of a key.#A smith could fix all three parts. ;
tempkeyitemname = ;
break;
case 5:
tempkeyitemdesc = The key to a mysterious cell.#Something feels strange about it. ;
tempkeyitemname = ;
break;
case 6:
tempkeyitemdesc = It's the middle part of a key.#A smith could fix all three parts. ;
tempkeyitemname = ;
break;
case 7:
tempkeyitemdesc = It's the bottom part of a key.#A smith could fix all three parts. ;
tempkeyitemname = ;
break;
case 13:
tempkeyitemusable = 1;
tempkeyitemdesc = A sharp shadow moves like water in the hand.#You have collected 1. ;
tempkeyitemname = ;
break;
}
} (t_itemid); |
66 |
itemname = tempkeyitemname; |
67 |
itemtypename = ; |
68 |
scr_keyitemgetscr_keyitemgetfunction 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 = ; |
75 |
itemname = string(t_itemid) + ; |
76 |
} |
77 |
global.msg[0] = scr_84_get_subst_stringscr_84_get_subst_stringfunction 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 , itemname); |
78 |
if (itemtype == "gold") |
79 |
global.msg[0] += "%"; |
80 |
if (noroom == 0) |
81 |
{ |
82 |
global.msg[1] = scr_84_get_subst_stringscr_84_get_subst_stringfunction 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 , itemname, itemtypename); |
83 |
if (instance_exists(obj_hathyfightevent) && global.plot <= 40) |
84 |
{ |
85 |
global.msg[1] = scr_84_get_subst_stringscr_84_get_subst_stringfunction 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 , itemname, itemtypename); |
86 |
scr_ralface(2, 0); |
87 |
global.msg[3] = * That ribbon is ARMOR,Delay 11 Kris!Delay 11 * It increases defense.Wait for input ; |
88 |
global.msg[4] = * Why don't you try wearing it in the EQUIPMENT menu?Wait for input ; |
89 |
global.msg[5] = \E8* I think it'd look great on you!Wait for inputClose Message ; |
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_stringscr_84_get_subst_stringfunction 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 , 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 |
} |