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1
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function scr_become_lightscr_become_light
function scr_become_light()
{
if (scr_litemcheck(5) == 0)
scr_litemget(5);
if (scr_keyitemcheck(2))
{
if (scr_litemcheck(8) == 0)
scr_litemget(8);
}
else
{
scr_litemremove(8);
}
if (scr_keyitemcheck(13))
{
if (scr_litemcheck(11) == 0)
scr_litemget(11);
}
else
{
scr_litemremove(11);
}
global.lhp = ceil((global.hp[1] / global.maxhp[1]) * global.lmaxhp);
if (global.lhp < 1)
global.lhp = 1;
if (global.lhp > global.lmaxhp)
global.lhp = global.lmaxhp;
global.lwstrength = 1;
if (global.charweapon[1] == 1)
global.lweapon = 2;
if (global.charweapon[1] == 5)
global.lweapon = 6;
if (global.charweapon[1] == 8)
global.lweapon = 7;
if (global.charweapon[1] == 14)
global.lweapon = 12;
if (global.charweapon[1] == 16)
global.lweapon = 13;
var armorconverted = 0;
if (scr_armorcheck_equipped(1, 14) > 0)
{
armorconverted = 1;
global.larmor = 14;
}
if (armorconverted == 1)
global.ladef = 1;
else
global.ladef = 0;
global.darkzone = 0;
} ()
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2
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{
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3
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if (scr_litemcheckscr_litemcheck
function scr_litemcheck(arg0)
{
haveit = 0;
itemcount = 0;
for (i = 0; i < 8; i += 1)
{
if (global.litem[i] == arg0)
haveit = 1;
if (global.litem[i] == arg0)
itemcount += 1;
}
return haveit;
} (5) == 0)
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4
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scr_litemgetscr_litemget
function scr_litemget(arg0)
{
i = 0;
loop = 1;
noroom = 0;
global.litem[8] = 999;
while (loop == 1)
{
if (global.litem[i] == 0)
{
global.litem[i] = arg0;
break;
}
if (i == 8)
{
noroom = 1;
break;
}
i += 1;
}
scr_litemname();
} (5);
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5
|
if (scr_keyitemcheckscr_keyitemcheck
function scr_keyitemcheck(arg0)
{
haveit = 0;
itemcount = 0;
for (i = 0; i < 12; i += 1)
{
if (global.keyitem[i] == arg0)
haveit = 1;
if (global.keyitem[i] == arg0)
itemcount += 1;
}
return haveit;
} (2))
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6
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{
|
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7
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if (scr_litemcheckscr_litemcheck
function scr_litemcheck(arg0)
{
haveit = 0;
itemcount = 0;
for (i = 0; i < 8; i += 1)
{
if (global.litem[i] == arg0)
haveit = 1;
if (global.litem[i] == arg0)
itemcount += 1;
}
return haveit;
} (8) == 0)
|
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8
|
scr_litemgetscr_litemget
function scr_litemget(arg0)
{
i = 0;
loop = 1;
noroom = 0;
global.litem[8] = 999;
while (loop == 1)
{
if (global.litem[i] == 0)
{
global.litem[i] = arg0;
break;
}
if (i == 8)
{
noroom = 1;
break;
}
i += 1;
}
scr_litemname();
} (8);
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|
9
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}
|
|
10
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else
|
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11
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{
|
|
12
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scr_litemremovescr_litemremove
function scr_litemremove(arg0)
{
for (i = 0; i < 8; i += 1)
{
if (global.litem[i] == arg0)
script_execute(scr_litemshift, i, 0);
}
} (8);
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13
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}
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14
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if (scr_keyitemcheckscr_keyitemcheck
function scr_keyitemcheck(arg0)
{
haveit = 0;
itemcount = 0;
for (i = 0; i < 12; i += 1)
{
if (global.keyitem[i] == arg0)
haveit = 1;
if (global.keyitem[i] == arg0)
itemcount += 1;
}
return haveit;
} (13))
|
|
15
|
{
|
|
16
|
if (scr_litemcheckscr_litemcheck
function scr_litemcheck(arg0)
{
haveit = 0;
itemcount = 0;
for (i = 0; i < 8; i += 1)
{
if (global.litem[i] == arg0)
haveit = 1;
if (global.litem[i] == arg0)
itemcount += 1;
}
return haveit;
} (11) == 0)
|
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17
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scr_litemgetscr_litemget
function scr_litemget(arg0)
{
i = 0;
loop = 1;
noroom = 0;
global.litem[8] = 999;
while (loop == 1)
{
if (global.litem[i] == 0)
{
global.litem[i] = arg0;
break;
}
if (i == 8)
{
noroom = 1;
break;
}
i += 1;
}
scr_litemname();
} (11);
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18
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}
|
|
19
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else
|
|
20
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{
|
|
21
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scr_litemremovescr_litemremove
function scr_litemremove(arg0)
{
for (i = 0; i < 8; i += 1)
{
if (global.litem[i] == arg0)
script_execute(scr_litemshift, i, 0);
}
} (11);
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22
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}
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23
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global.lhp = ceil((global.hp[1] / global.maxhp[1]) * global.lmaxhp);
|
|
24
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if (global.lhp < 1)
|
|
25
|
global.lhp = 1;
|
|
26
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if (global.lhp > global.lmaxhp)
|
|
27
|
global.lhp = global.lmaxhp;
|
|
28
|
global.lwstrength = 1;
|
|
29
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if (global.charweapon[1] == 1)
|
|
30
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global.lweapon = 2;
|
|
31
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if (global.charweapon[1] == 5)
|
|
32
|
global.lweapon = 6;
|
|
33
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if (global.charweapon[1] == 8)
|
|
34
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global.lweapon = 7;
|
|
35
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if (global.charweapon[1] == 14)
|
|
36
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global.lweapon = 12;
|
|
37
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if (global.charweapon[1] == 16)
|
|
38
|
global.lweapon = 13;
|
|
39
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var armorconverted = 0;
|
|
40
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if (scr_armorcheck_equippedscr_armorcheck_equipped
function scr_armorcheck_equipped(arg0, arg1)
{
var __wearing = 0;
if (global.chararmor1[arg0] == arg1)
__wearing++;
if (global.chararmor2[arg0] == arg1)
__wearing++;
return __wearing;
} (1, 14) > 0)
|
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41
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{
|
|
42
|
armorconverted = 1;
|
|
43
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global.larmor = 14;
|
|
44
|
}
|
|
45
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if (armorconverted == 1)
|
|
46
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global.ladef = 1;
|
|
47
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else
|
|
48
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global.ladef = 0;
|
|
49
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global.darkzone = 0;
|
|
50
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}
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