|
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_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 ;
|
|
22
|
scr_ralfacescr_ralface
function scr_ralface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char R Sound R Close Message , string(arg1));
} (1, 8);
|
|
23
|
global.msg[2] = * Please don't eat those,Delay 11 Kris...Wait for inputClose Message ;
|
|
24
|
}
|
|
25
|
if (scr_havecharscr_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_havecharscr_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 ;
|
|
28
|
scr_ralfacescr_ralface
function scr_ralface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char R Sound R Close Message , string(arg1));
} (1, 8);
|
|
29
|
global.msg[2] = * Um,Delay 11 please don't eat those,Delay 11 Susie...Wait for input ;
|
|
30
|
scr_susfacescr_susface
function scr_susface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char S Sound S Close Message , string(arg1));
} (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_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;
... (t_itemid);
|
|
45
|
itemname = armornametemp;
|
|
46
|
itemtypename = ;
|
|
47
|
scr_armorgetscr_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_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;
... (t_itemid);
|
|
52
|
itemname = weaponnametemp;
|
|
53
|
itemtypename = ;
|
|
54
|
scr_weapongetscr_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_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;
... (t_itemid);
|
|
59
|
itemname = itemnameb;
|
|
60
|
itemtypename = ;
|
|
61
|
scr_itemgetscr_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_keyiteminfoscr_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. ;
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_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 = ;
|
|
75
|
itemname = string(t_itemid) + ;
|
|
76
|
}
|
|
77
|
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;
} (* (You opened the treasure chest.)Delay 11 * (Inside was ~1.)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_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 ~1 in your ~2.)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_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 ~1 in your ~2.)Wait for input , itemname, itemtypename);
|
|
86
|
scr_ralfacescr_ralface
function scr_ralface(arg0, arg1)
{
global.msg[arg0] = scr_84_get_subst_string(Sound X Char 0 Face ~1 Char R Sound R Close Message , string(arg1));
} (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] = Face 8* 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_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 ~1.)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
|
}
|