Deltarune (Chapter 3) script viewer

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gml_GlobalScript_scr_itemdesc_single

(view raw script w/o annotations or w/e)
1
function 
scr_itemdesc_single
scr_itemdesc_single

function
scr_itemdesc_single(arg0)
{ __itemdesc = stringsetloc(
---
"---", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_1_0"
);
switch (arg0) { case 0: __itemdesc = stringsetloc(
---
"---", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_5_0"
);
break; case 1: __itemdesc = stringsetloc(
Heals 40 HP. A red-and-black star#that tastes like marshmallows.
"Heals 40 HP. A red-and-black star#that tastes like marshmallows.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_8_0"
);
break; case 2: __itemdesc = stringsetloc(
Heals a fallen ally to MAX HP.#A minty green crystal.
"Heals a fallen ally to MAX HP.#A minty green crystal.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_11_0"
);
break; case 3: __itemdesc = stringsetloc(
A shimmering shard.#Its use is unknown.
"A shimmering shard.#Its use is unknown.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_14_0"
);
if (global.chapter >= 2) __itemdesc = stringsetloc(
A shimmering shard.#Its value increases each Chapter.
"A shimmering shard.#Its value increases each Chapter.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_17_0_b"
);
break; case 4: __itemdesc = stringsetloc(
Ralsei's handmade book full of#various tips and tricks.
"Ralsei's handmade book full of#various tips and tricks.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_17_0"
);
break; case 5: __itemdesc = stringsetloc(
Though broken, it seethes with power.#A master smith could fix it.
"Though broken, it seethes with power.#A master smith could fix it.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_20_0"
);
break; case 6: __itemdesc = stringsetloc(
This cake will make your taste buds#spin! Heals 160 HP to the team.
"This cake will make your taste buds#spin! Heals 160 HP to the team.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_23_0"
);
break; case 7: var healamount = (global.chapter == 1) ? 80 : 140; if (global.chapter == 3) healamount = 150; if (global.chapter >= 4) healamount = 160; __itemdesc = stringsetsubloc("A pastry in the shape of a top.#Heals ~1 HP to the team.", string(healamount), "scr_itemdesc_single_slash_scr_itemdesc_single_gml_27_0"); break; case 8: __itemdesc = stringsetloc(
A mysterious black burger made of...#Hey, this is just burnt! +70HP
"A mysterious black burger made of...#Hey, this is just burnt! +70HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_30_0"
);
break; case 9: __itemdesc = stringsetloc(
A cookie shaped like Lancer's face.#Maybe not a cookie. Heals 1 HP?
"A cookie shaped like Lancer's face.#Maybe not a cookie. Heals 1 HP?", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_33_0"
);
break; case 10: __itemdesc = stringsetloc(
An enormous salad... but, it's just#lettuce, so it's worthless. +4HP
"An enormous salad... but, it's just#lettuce, so it's worthless. +4HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_36_0"
);
break; case 11: __itemdesc = stringsetloc(
A sandwich that can be split into 3.#Heals 70 HP to the team.
"A sandwich that can be split into 3.#Heals 70 HP to the team.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_39_0"
);
break; case 12: __itemdesc = stringsetloc(
Hearts, don't it!? It's filled with#divisive, clotty red jam. +??HP
"Hearts, don't it!? It's filled with#divisive, clotty red jam. +??HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_42_0"
);
break; case 13: __itemdesc = stringsetloc(
It's quite small, but some#people REALLY like it. +??HP
"It's quite small, but some#people REALLY like it. +??HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_45_0"
);
break; case 14: __itemdesc = stringsetloc(
You'd think it tastes perfect.#Heals 500HP.
"You'd think it tastes perfect.#Heals 500HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_48_0"
);
break; case 15: __itemdesc = stringsetloc(
A dark roux with a delicate aroma.#Also... has worms in it. +50HP
"A dark roux with a delicate aroma.#Also... has worms in it. +50HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_51_0"
);
break; case 16: __itemdesc = stringsetloc(
A bagel with a reflective inside.#Makes music with each bite. +80HP
"A bagel with a reflective inside.#Makes music with each bite. +80HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_54_0"
);
break; case 17: __itemdesc = stringsetloc(
It's a mannequin with the clothes#permanently attached. Useless
"It's a mannequin with the clothes#permanently attached. Useless", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_57_0"
);
break; case 18: __itemdesc =
scr_text(1457);
break; case 19: __itemdesc =
scr_text(1457);
break; case 20: __itemdesc =
scr_text(1457);
break; case 21: __itemdesc =
scr_text(1457);
break; case 22: __itemdesc = stringsetloc(
It's the Double-Dark-Burger.#It'll take two bites to finish!
"It's the Double-Dark-Burger.#It'll take two bites to finish!", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_72_0"
);
break; case 23: __itemdesc = stringsetloc(
White candy with a chalky texture.#It'll recover 120HP.
"White candy with a chalky texture.#It'll recover 120HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_75_0"
);
break; case 24: __itemdesc = stringsetloc(
It's short for ButlerJuice.#It changes color with temperature.
"It's short for ButlerJuice.#It changes color with temperature.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_78_0"
);
break; case 25: __itemdesc = stringsetloc(
Spaghetti woven by master coders, made#of macarons and ribbons. +30HP to all.
"Spaghetti woven by master coders, made#of macarons and ribbons. +30HP to all.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_81_0"
);
break; case 26: __itemdesc = stringsetloc(
A coffee-and-chocolate flavored cookie.#Words spark out when you bite it.
"A coffee-and-chocolate flavored cookie.#Words spark out when you bite it.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_84_0"
);
break; case 27: __itemdesc = stringsetloc(
Raises TP by 32Close Message in battle.
"Raises TP by 32% in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_87_0"
);
break; case 28: __itemdesc = stringsetloc(
Raises TP by 50Close Message in battle.
"Raises TP by 50% in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_90_0"
);
break; case 29: __itemdesc = stringsetloc(
Raises TP to full in battle.
"Raises TP to full in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_93_0"
);
...
(arg0)
2
{
3
    __itemdesc = stringsetloc(
---
"---", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_1_0"
);
4
    switch (arg0)
5
    {
6
        case 0:
7
            __itemdesc = stringsetloc(
---
"---", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_5_0"
);
8
            break;
9
        case 1:
10
            __itemdesc = stringsetloc(
Heals 40 HP. A red-and-black star#that tastes like marshmallows.
"Heals 40 HP. A red-and-black star#that tastes like marshmallows.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_8_0"
);
11
            break;
12
        case 2:
13
            __itemdesc = stringsetloc(
Heals a fallen ally to MAX HP.#A minty green crystal.
"Heals a fallen ally to MAX HP.#A minty green crystal.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_11_0"
);
14
            break;
15
        case 3:
16
            __itemdesc = stringsetloc(
A shimmering shard.#Its use is unknown.
"A shimmering shard.#Its use is unknown.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_14_0"
);
17
            if (global.chapter >= 2)
18
                __itemdesc = stringsetloc(
A shimmering shard.#Its value increases each Chapter.
"A shimmering shard.#Its value increases each Chapter.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_17_0_b"
);
19
            break;
20
        case 4:
21
            __itemdesc = stringsetloc(
Ralsei's handmade book full of#various tips and tricks.
"Ralsei's handmade book full of#various tips and tricks.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_17_0"
);
22
            break;
23
        case 5:
24
            __itemdesc = stringsetloc(
Though broken, it seethes with power.#A master smith could fix it.
"Though broken, it seethes with power.#A master smith could fix it.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_20_0"
);
25
            break;
26
        case 6:
27
            __itemdesc = stringsetloc(
This cake will make your taste buds#spin! Heals 160 HP to the team.
"This cake will make your taste buds#spin! Heals 160 HP to the team.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_23_0"
);
28
            break;
29
        case 7:
30
            var healamount = (global.chapter == 1) ? 80 : 140;
31
            if (global.chapter == 3)
32
                healamount = 150;
33
            if (global.chapter >= 4)
34
                healamount = 160;
35
            __itemdesc = stringsetsubloc("A pastry in the shape of a top.#Heals ~1 HP to the team.", string(healamount), "scr_itemdesc_single_slash_scr_itemdesc_single_gml_27_0");
36
            break;
37
        case 8:
38
            __itemdesc = stringsetloc(
A mysterious black burger made of...#Hey, this is just burnt! +70HP
"A mysterious black burger made of...#Hey, this is just burnt! +70HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_30_0"
);
39
            break;
40
        case 9:
41
            __itemdesc = stringsetloc(
A cookie shaped like Lancer's face.#Maybe not a cookie. Heals 1 HP?
"A cookie shaped like Lancer's face.#Maybe not a cookie. Heals 1 HP?", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_33_0"
);
42
            break;
43
        case 10:
44
            __itemdesc = stringsetloc(
An enormous salad... but, it's just#lettuce, so it's worthless. +4HP
"An enormous salad... but, it's just#lettuce, so it's worthless. +4HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_36_0"
);
45
            break;
46
        case 11:
47
            __itemdesc = stringsetloc(
A sandwich that can be split into 3.#Heals 70 HP to the team.
"A sandwich that can be split into 3.#Heals 70 HP to the team.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_39_0"
);
48
            break;
49
        case 12:
50
            __itemdesc = stringsetloc(
Hearts, don't it!? It's filled with#divisive, clotty red jam. +??HP
"Hearts, don't it!? It's filled with#divisive, clotty red jam. +??HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_42_0"
);
51
            break;
52
        case 13:
53
            __itemdesc = stringsetloc(
It's quite small, but some#people REALLY like it. +??HP
"It's quite small, but some#people REALLY like it. +??HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_45_0"
);
54
            break;
55
        case 14:
56
            __itemdesc = stringsetloc(
You'd think it tastes perfect.#Heals 500HP.
"You'd think it tastes perfect.#Heals 500HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_48_0"
);
57
            break;
58
        case 15:
59
            __itemdesc = stringsetloc(
A dark roux with a delicate aroma.#Also... has worms in it. +50HP
"A dark roux with a delicate aroma.#Also... has worms in it. +50HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_51_0"
);
60
            break;
61
        case 16:
62
            __itemdesc = stringsetloc(
A bagel with a reflective inside.#Makes music with each bite. +80HP
"A bagel with a reflective inside.#Makes music with each bite. +80HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_54_0"
);
63
            break;
64
        case 17:
65
            __itemdesc = stringsetloc(
It's a mannequin with the clothes#permanently attached. Useless
"It's a mannequin with the clothes#permanently attached. Useless", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_57_0"
);
66
            break;
67
        case 18:
68
            __itemdesc = 
scr_text
scr_text

function
scr_text(arg0)
{ switch (arg0) { case 0: break; case 10: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_8_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_9_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_12_0_b"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_13_0_b"
);
global.msg[0] = stringsetloc(
* You really didn't want to throw it away.Wait for input
"* You really didn't want to throw it away./", "scr_text_slash_scr_text_gml_12_0"
);
global.msg[1] = stringsetloc(
* Throw it away anyway?Wait for input
"* Throw it away anyway?/", "scr_text_slash_scr_text_gml_13_0"
);
global.msg[2] = stringsetloc(
Choice type 2
"\\C2 ", "scr_text_slash_scr_text_gml_14_0"
);
if (global.chapter >= 2) msgsetloc(0,
* You took it from your pocket.Delay 11
* You have a very,Delay 11 very,Delay 11 bad feeling about throwing it away.Wait for input
"* You took it from your pocket^1.&* You have a \\cYvery^1, very^1, bad feeling\\c0 about throwing it away./", "scr_text_slash_scr_text_gml_19_0"
);
break; case 11: if (global.choice == 0) { global.flag[466 junkball_dropped] = 1; snd_play(snd_bageldefeat); global.msg[0] = stringsetloc(
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
"* Hand shaking^1, you dropped the ball of junk on the ground./", "scr_text_slash_scr_text_gml_20_0"
);
global.msg[1] = stringsetloc(
* It broke into pieces.Wait for input
"* It broke into pieces./", "scr_text_slash_scr_text_gml_21_0"
);
global.msg[2] = stringsetloc(
* You felt bitter.Wait for inputClose Message
"* You felt bitter./%", "scr_text_slash_scr_text_gml_22_0"
);
script_execute(scr_litemshift, global.menucoord[1], 0); for (var i = 0; i < 12; i += 1) global.item[i] = 0; for (var i = 0; i < 48; i += 1) { global.armor[i] = 0; global.weapon[i] = 0; } } else { global.msg[0] = stringsetloc(
* You felt a feeling of relief.Wait for inputClose Message
"* You felt a feeling of relief./%", "scr_text_slash_scr_text_gml_34_0"
);
} break; case 100: global.msg[0] = stringsetloc(
* Hey, Kris!Delay 11 What's up?Delay 11
* Didja lose your pencil again?Wait for input
"* Hey, Kris^1! What's up^1?&* Didja lose your pencil again?/", "scr_text_slash_scr_text_gml_39_0"
);
global.msg[1] = stringsetloc(
Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
"\\E4* Here^1, you want the candy-cane one or the one with lights on it?/", "scr_text_slash_scr_text_gml_40_0"
);
global.msg[2] = stringsetloc(
Face 1* Huh?Delay 11
* You want to be partners?Wait for input
"\\E1* Huh^1?&* You want to be partners?/", "scr_text_slash_scr_text_gml_41_0"
);
global.msg[3] = stringsetloc(
Face 4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
"\\E4* Ummm..^1. Sorry..^1.&* Berdly already asked me.../", "scr_text_slash_scr_text_gml_42_0"
);
global.msg[4] = stringsetloc(
Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
"\\E0* But I could ask Ms. Alphys if we could make a group of 3!/", "scr_text_slash_scr_text_gml_43_0"
);
global.msg[5] = stringsetloc(
Face 4* I'll ask if you're sure!

Not yet Yes. Ask.Choice type 1
"\\E4* I'll ask if you're sure!& &Not yet Yes. Ask.\\C1 ", "scr_text_slash_scr_text_gml_44_0"
);
global.msg[6] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_47_0"
);
break; case 101: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_51_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_52_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
"\\E4* Yeah^1, I'm sure there's someone else you can ask!/%", "scr_text_slash_scr_text_gml_57_0"
);
break; case 102: global.msg[0] = stringsetloc(
Face 0* Do you wanna be partners?
Not yet YesChoice type 1
"\\E0* Do you wanna be partners?&Not yet Yes\\C1 ", "scr_text_slash_scr_text_gml_62_0"
);
global.msg[1] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_65_0"
);
break; case 103: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_69_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_70_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
"\\E4* Umm^1, OK^1.&* You just keep doing your thing^1, Kris./%", "scr_text_slash_scr_text_gml_75_0"
);
break; case 104: global.msg[0] = stringsetloc(
Face 0* Alright.Delay 11
* Let's get this over with.Wait for input
"\\E0* Alright^1.&* Let's get this over with./", "scr_text_slash_scr_text_gml_80_0"
);
global.msg[1] = stringsetloc(
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
"* We'll get more chalk^1.&* Mosey back to class^1.&* And then^1, Kris.../", "scr_text_slash_scr_text_gml_81_0"
);
global.msg[2] = stringsetloc(
Face 2* YOU'LL do our project.Wait for input
"\\E2* YOU'LL do our project./", "scr_text_slash_scr_text_gml_82_0"
);
global.msg[3] = stringsetloc(
* How's that sound?

Good BadChoice type 1
"* How's that sound?& &Good Bad\\C1 ", "scr_text_slash_scr_text_gml_83_0"
);
global.msg[4] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_86_0"
);
break; case 105: global.msg[0] = stringsetloc(
Close MessageClose Message
" %%", "scr_text_slash_scr_text_gml_90_0"
);
break; case 110: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_92_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_93_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_96_0"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_97_0"
);
if (global.flag[100 got_glowshard] == 0) { global.msg[0] = stringsetloc(
* (There's something glowing inside.)Wait for input
"* (There's something glowing inside.)/", "scr_text_slash_scr_text_gml_98_0"
);
global.msg[1] = stringsetloc(
* (Take it?)Wait for input
"* (Take it?)/ ", "scr_text_slash_scr_text_gml_99_0"
);
global.msg[2] = stringsetloc(
Choice type 2
" \\C2", "scr_text_slash_scr_text_gml_100_0"
);
} else { global.msg[0] = stringsetloc(
* (It's dark inside.)Wait for inputClose Message
"* (It's dark inside.)/%", "scr_text_slash_scr_text_gml_104_0"
);
} break; case 111: ...
(1457);
69
            break;
70
        case 19:
71
            __itemdesc = 
scr_text
scr_text

function
scr_text(arg0)
{ switch (arg0) { case 0: break; case 10: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_8_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_9_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_12_0_b"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_13_0_b"
);
global.msg[0] = stringsetloc(
* You really didn't want to throw it away.Wait for input
"* You really didn't want to throw it away./", "scr_text_slash_scr_text_gml_12_0"
);
global.msg[1] = stringsetloc(
* Throw it away anyway?Wait for input
"* Throw it away anyway?/", "scr_text_slash_scr_text_gml_13_0"
);
global.msg[2] = stringsetloc(
Choice type 2
"\\C2 ", "scr_text_slash_scr_text_gml_14_0"
);
if (global.chapter >= 2) msgsetloc(0,
* You took it from your pocket.Delay 11
* You have a very,Delay 11 very,Delay 11 bad feeling about throwing it away.Wait for input
"* You took it from your pocket^1.&* You have a \\cYvery^1, very^1, bad feeling\\c0 about throwing it away./", "scr_text_slash_scr_text_gml_19_0"
);
break; case 11: if (global.choice == 0) { global.flag[466 junkball_dropped] = 1; snd_play(snd_bageldefeat); global.msg[0] = stringsetloc(
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
"* Hand shaking^1, you dropped the ball of junk on the ground./", "scr_text_slash_scr_text_gml_20_0"
);
global.msg[1] = stringsetloc(
* It broke into pieces.Wait for input
"* It broke into pieces./", "scr_text_slash_scr_text_gml_21_0"
);
global.msg[2] = stringsetloc(
* You felt bitter.Wait for inputClose Message
"* You felt bitter./%", "scr_text_slash_scr_text_gml_22_0"
);
script_execute(scr_litemshift, global.menucoord[1], 0); for (var i = 0; i < 12; i += 1) global.item[i] = 0; for (var i = 0; i < 48; i += 1) { global.armor[i] = 0; global.weapon[i] = 0; } } else { global.msg[0] = stringsetloc(
* You felt a feeling of relief.Wait for inputClose Message
"* You felt a feeling of relief./%", "scr_text_slash_scr_text_gml_34_0"
);
} break; case 100: global.msg[0] = stringsetloc(
* Hey, Kris!Delay 11 What's up?Delay 11
* Didja lose your pencil again?Wait for input
"* Hey, Kris^1! What's up^1?&* Didja lose your pencil again?/", "scr_text_slash_scr_text_gml_39_0"
);
global.msg[1] = stringsetloc(
Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
"\\E4* Here^1, you want the candy-cane one or the one with lights on it?/", "scr_text_slash_scr_text_gml_40_0"
);
global.msg[2] = stringsetloc(
Face 1* Huh?Delay 11
* You want to be partners?Wait for input
"\\E1* Huh^1?&* You want to be partners?/", "scr_text_slash_scr_text_gml_41_0"
);
global.msg[3] = stringsetloc(
Face 4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
"\\E4* Ummm..^1. Sorry..^1.&* Berdly already asked me.../", "scr_text_slash_scr_text_gml_42_0"
);
global.msg[4] = stringsetloc(
Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
"\\E0* But I could ask Ms. Alphys if we could make a group of 3!/", "scr_text_slash_scr_text_gml_43_0"
);
global.msg[5] = stringsetloc(
Face 4* I'll ask if you're sure!

Not yet Yes. Ask.Choice type 1
"\\E4* I'll ask if you're sure!& &Not yet Yes. Ask.\\C1 ", "scr_text_slash_scr_text_gml_44_0"
);
global.msg[6] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_47_0"
);
break; case 101: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_51_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_52_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
"\\E4* Yeah^1, I'm sure there's someone else you can ask!/%", "scr_text_slash_scr_text_gml_57_0"
);
break; case 102: global.msg[0] = stringsetloc(
Face 0* Do you wanna be partners?
Not yet YesChoice type 1
"\\E0* Do you wanna be partners?&Not yet Yes\\C1 ", "scr_text_slash_scr_text_gml_62_0"
);
global.msg[1] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_65_0"
);
break; case 103: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_69_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_70_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
"\\E4* Umm^1, OK^1.&* You just keep doing your thing^1, Kris./%", "scr_text_slash_scr_text_gml_75_0"
);
break; case 104: global.msg[0] = stringsetloc(
Face 0* Alright.Delay 11
* Let's get this over with.Wait for input
"\\E0* Alright^1.&* Let's get this over with./", "scr_text_slash_scr_text_gml_80_0"
);
global.msg[1] = stringsetloc(
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
"* We'll get more chalk^1.&* Mosey back to class^1.&* And then^1, Kris.../", "scr_text_slash_scr_text_gml_81_0"
);
global.msg[2] = stringsetloc(
Face 2* YOU'LL do our project.Wait for input
"\\E2* YOU'LL do our project./", "scr_text_slash_scr_text_gml_82_0"
);
global.msg[3] = stringsetloc(
* How's that sound?

Good BadChoice type 1
"* How's that sound?& &Good Bad\\C1 ", "scr_text_slash_scr_text_gml_83_0"
);
global.msg[4] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_86_0"
);
break; case 105: global.msg[0] = stringsetloc(
Close MessageClose Message
" %%", "scr_text_slash_scr_text_gml_90_0"
);
break; case 110: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_92_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_93_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_96_0"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_97_0"
);
if (global.flag[100 got_glowshard] == 0) { global.msg[0] = stringsetloc(
* (There's something glowing inside.)Wait for input
"* (There's something glowing inside.)/", "scr_text_slash_scr_text_gml_98_0"
);
global.msg[1] = stringsetloc(
* (Take it?)Wait for input
"* (Take it?)/ ", "scr_text_slash_scr_text_gml_99_0"
);
global.msg[2] = stringsetloc(
Choice type 2
" \\C2", "scr_text_slash_scr_text_gml_100_0"
);
} else { global.msg[0] = stringsetloc(
* (It's dark inside.)Wait for inputClose Message
"* (It's dark inside.)/%", "scr_text_slash_scr_text_gml_104_0"
);
} break; case 111: ...
(1457);
72
            break;
73
        case 20:
74
            __itemdesc = 
scr_text
scr_text

function
scr_text(arg0)
{ switch (arg0) { case 0: break; case 10: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_8_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_9_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_12_0_b"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_13_0_b"
);
global.msg[0] = stringsetloc(
* You really didn't want to throw it away.Wait for input
"* You really didn't want to throw it away./", "scr_text_slash_scr_text_gml_12_0"
);
global.msg[1] = stringsetloc(
* Throw it away anyway?Wait for input
"* Throw it away anyway?/", "scr_text_slash_scr_text_gml_13_0"
);
global.msg[2] = stringsetloc(
Choice type 2
"\\C2 ", "scr_text_slash_scr_text_gml_14_0"
);
if (global.chapter >= 2) msgsetloc(0,
* You took it from your pocket.Delay 11
* You have a very,Delay 11 very,Delay 11 bad feeling about throwing it away.Wait for input
"* You took it from your pocket^1.&* You have a \\cYvery^1, very^1, bad feeling\\c0 about throwing it away./", "scr_text_slash_scr_text_gml_19_0"
);
break; case 11: if (global.choice == 0) { global.flag[466 junkball_dropped] = 1; snd_play(snd_bageldefeat); global.msg[0] = stringsetloc(
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
"* Hand shaking^1, you dropped the ball of junk on the ground./", "scr_text_slash_scr_text_gml_20_0"
);
global.msg[1] = stringsetloc(
* It broke into pieces.Wait for input
"* It broke into pieces./", "scr_text_slash_scr_text_gml_21_0"
);
global.msg[2] = stringsetloc(
* You felt bitter.Wait for inputClose Message
"* You felt bitter./%", "scr_text_slash_scr_text_gml_22_0"
);
script_execute(scr_litemshift, global.menucoord[1], 0); for (var i = 0; i < 12; i += 1) global.item[i] = 0; for (var i = 0; i < 48; i += 1) { global.armor[i] = 0; global.weapon[i] = 0; } } else { global.msg[0] = stringsetloc(
* You felt a feeling of relief.Wait for inputClose Message
"* You felt a feeling of relief./%", "scr_text_slash_scr_text_gml_34_0"
);
} break; case 100: global.msg[0] = stringsetloc(
* Hey, Kris!Delay 11 What's up?Delay 11
* Didja lose your pencil again?Wait for input
"* Hey, Kris^1! What's up^1?&* Didja lose your pencil again?/", "scr_text_slash_scr_text_gml_39_0"
);
global.msg[1] = stringsetloc(
Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
"\\E4* Here^1, you want the candy-cane one or the one with lights on it?/", "scr_text_slash_scr_text_gml_40_0"
);
global.msg[2] = stringsetloc(
Face 1* Huh?Delay 11
* You want to be partners?Wait for input
"\\E1* Huh^1?&* You want to be partners?/", "scr_text_slash_scr_text_gml_41_0"
);
global.msg[3] = stringsetloc(
Face 4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
"\\E4* Ummm..^1. Sorry..^1.&* Berdly already asked me.../", "scr_text_slash_scr_text_gml_42_0"
);
global.msg[4] = stringsetloc(
Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
"\\E0* But I could ask Ms. Alphys if we could make a group of 3!/", "scr_text_slash_scr_text_gml_43_0"
);
global.msg[5] = stringsetloc(
Face 4* I'll ask if you're sure!

Not yet Yes. Ask.Choice type 1
"\\E4* I'll ask if you're sure!& &Not yet Yes. Ask.\\C1 ", "scr_text_slash_scr_text_gml_44_0"
);
global.msg[6] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_47_0"
);
break; case 101: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_51_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_52_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
"\\E4* Yeah^1, I'm sure there's someone else you can ask!/%", "scr_text_slash_scr_text_gml_57_0"
);
break; case 102: global.msg[0] = stringsetloc(
Face 0* Do you wanna be partners?
Not yet YesChoice type 1
"\\E0* Do you wanna be partners?&Not yet Yes\\C1 ", "scr_text_slash_scr_text_gml_62_0"
);
global.msg[1] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_65_0"
);
break; case 103: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_69_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_70_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
"\\E4* Umm^1, OK^1.&* You just keep doing your thing^1, Kris./%", "scr_text_slash_scr_text_gml_75_0"
);
break; case 104: global.msg[0] = stringsetloc(
Face 0* Alright.Delay 11
* Let's get this over with.Wait for input
"\\E0* Alright^1.&* Let's get this over with./", "scr_text_slash_scr_text_gml_80_0"
);
global.msg[1] = stringsetloc(
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
"* We'll get more chalk^1.&* Mosey back to class^1.&* And then^1, Kris.../", "scr_text_slash_scr_text_gml_81_0"
);
global.msg[2] = stringsetloc(
Face 2* YOU'LL do our project.Wait for input
"\\E2* YOU'LL do our project./", "scr_text_slash_scr_text_gml_82_0"
);
global.msg[3] = stringsetloc(
* How's that sound?

Good BadChoice type 1
"* How's that sound?& &Good Bad\\C1 ", "scr_text_slash_scr_text_gml_83_0"
);
global.msg[4] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_86_0"
);
break; case 105: global.msg[0] = stringsetloc(
Close MessageClose Message
" %%", "scr_text_slash_scr_text_gml_90_0"
);
break; case 110: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_92_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_93_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_96_0"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_97_0"
);
if (global.flag[100 got_glowshard] == 0) { global.msg[0] = stringsetloc(
* (There's something glowing inside.)Wait for input
"* (There's something glowing inside.)/", "scr_text_slash_scr_text_gml_98_0"
);
global.msg[1] = stringsetloc(
* (Take it?)Wait for input
"* (Take it?)/ ", "scr_text_slash_scr_text_gml_99_0"
);
global.msg[2] = stringsetloc(
Choice type 2
" \\C2", "scr_text_slash_scr_text_gml_100_0"
);
} else { global.msg[0] = stringsetloc(
* (It's dark inside.)Wait for inputClose Message
"* (It's dark inside.)/%", "scr_text_slash_scr_text_gml_104_0"
);
} break; case 111: ...
(1457);
75
            break;
76
        case 21:
77
            __itemdesc = 
scr_text
scr_text

function
scr_text(arg0)
{ switch (arg0) { case 0: break; case 10: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_8_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_9_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_12_0_b"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_13_0_b"
);
global.msg[0] = stringsetloc(
* You really didn't want to throw it away.Wait for input
"* You really didn't want to throw it away./", "scr_text_slash_scr_text_gml_12_0"
);
global.msg[1] = stringsetloc(
* Throw it away anyway?Wait for input
"* Throw it away anyway?/", "scr_text_slash_scr_text_gml_13_0"
);
global.msg[2] = stringsetloc(
Choice type 2
"\\C2 ", "scr_text_slash_scr_text_gml_14_0"
);
if (global.chapter >= 2) msgsetloc(0,
* You took it from your pocket.Delay 11
* You have a very,Delay 11 very,Delay 11 bad feeling about throwing it away.Wait for input
"* You took it from your pocket^1.&* You have a \\cYvery^1, very^1, bad feeling\\c0 about throwing it away./", "scr_text_slash_scr_text_gml_19_0"
);
break; case 11: if (global.choice == 0) { global.flag[466 junkball_dropped] = 1; snd_play(snd_bageldefeat); global.msg[0] = stringsetloc(
* Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input
"* Hand shaking^1, you dropped the ball of junk on the ground./", "scr_text_slash_scr_text_gml_20_0"
);
global.msg[1] = stringsetloc(
* It broke into pieces.Wait for input
"* It broke into pieces./", "scr_text_slash_scr_text_gml_21_0"
);
global.msg[2] = stringsetloc(
* You felt bitter.Wait for inputClose Message
"* You felt bitter./%", "scr_text_slash_scr_text_gml_22_0"
);
script_execute(scr_litemshift, global.menucoord[1], 0); for (var i = 0; i < 12; i += 1) global.item[i] = 0; for (var i = 0; i < 48; i += 1) { global.armor[i] = 0; global.weapon[i] = 0; } } else { global.msg[0] = stringsetloc(
* You felt a feeling of relief.Wait for inputClose Message
"* You felt a feeling of relief./%", "scr_text_slash_scr_text_gml_34_0"
);
} break; case 100: global.msg[0] = stringsetloc(
* Hey, Kris!Delay 11 What's up?Delay 11
* Didja lose your pencil again?Wait for input
"* Hey, Kris^1! What's up^1?&* Didja lose your pencil again?/", "scr_text_slash_scr_text_gml_39_0"
);
global.msg[1] = stringsetloc(
Face 4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input
"\\E4* Here^1, you want the candy-cane one or the one with lights on it?/", "scr_text_slash_scr_text_gml_40_0"
);
global.msg[2] = stringsetloc(
Face 1* Huh?Delay 11
* You want to be partners?Wait for input
"\\E1* Huh^1?&* You want to be partners?/", "scr_text_slash_scr_text_gml_41_0"
);
global.msg[3] = stringsetloc(
Face 4* Ummm...Delay 11 Sorry...Delay 11
* Berdly already asked me...Wait for input
"\\E4* Ummm..^1. Sorry..^1.&* Berdly already asked me.../", "scr_text_slash_scr_text_gml_42_0"
);
global.msg[4] = stringsetloc(
Face 0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input
"\\E0* But I could ask Ms. Alphys if we could make a group of 3!/", "scr_text_slash_scr_text_gml_43_0"
);
global.msg[5] = stringsetloc(
Face 4* I'll ask if you're sure!

Not yet Yes. Ask.Choice type 1
"\\E4* I'll ask if you're sure!& &Not yet Yes. Ask.\\C1 ", "scr_text_slash_scr_text_gml_44_0"
);
global.msg[6] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_47_0"
);
break; case 101: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_51_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_52_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message
"\\E4* Yeah^1, I'm sure there's someone else you can ask!/%", "scr_text_slash_scr_text_gml_57_0"
);
break; case 102: global.msg[0] = stringsetloc(
Face 0* Do you wanna be partners?
Not yet YesChoice type 1
"\\E0* Do you wanna be partners?&Not yet Yes\\C1 ", "scr_text_slash_scr_text_gml_62_0"
);
global.msg[1] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_65_0"
);
break; case 103: if (global.choice == 1) { global.msg[0] = stringsetloc(
Face 0* OK,Delay 11 I'll ask!Wait for input
"\\E0* OK^1, I'll ask!/", "scr_text_slash_scr_text_gml_69_0"
);
global.msg[1] = stringsetloc(
* Miss Alphys!Delay 11
* Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message
"* Miss Alphys^1!&* Umm^1, is it OK if we have a group of 3?/%", "scr_text_slash_scr_text_gml_70_0"
);
with (obj_classscene) con = 20; } if (global.choice == 0) global.msg[0] = stringsetloc(
Face 4* Umm,Delay 11 OK.Delay 11
* You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message
"\\E4* Umm^1, OK^1.&* You just keep doing your thing^1, Kris./%", "scr_text_slash_scr_text_gml_75_0"
);
break; case 104: global.msg[0] = stringsetloc(
Face 0* Alright.Delay 11
* Let's get this over with.Wait for input
"\\E0* Alright^1.&* Let's get this over with./", "scr_text_slash_scr_text_gml_80_0"
);
global.msg[1] = stringsetloc(
* We'll get more chalk.Delay 11
* Mosey back to class.Delay 11
* And then,Delay 11 Kris...Wait for input
"* We'll get more chalk^1.&* Mosey back to class^1.&* And then^1, Kris.../", "scr_text_slash_scr_text_gml_81_0"
);
global.msg[2] = stringsetloc(
Face 2* YOU'LL do our project.Wait for input
"\\E2* YOU'LL do our project./", "scr_text_slash_scr_text_gml_82_0"
);
global.msg[3] = stringsetloc(
* How's that sound?

Good BadChoice type 1
"* How's that sound?& &Good Bad\\C1 ", "scr_text_slash_scr_text_gml_83_0"
);
global.msg[4] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_86_0"
);
break; case 105: global.msg[0] = stringsetloc(
Close MessageClose Message
" %%", "scr_text_slash_scr_text_gml_90_0"
);
break; case 110: global.choicemsg[0] = stringsetloc(
#Yes
"#Yes", "scr_text_slash_scr_text_gml_92_0"
);
global.choicemsg[1] = stringsetloc(
#No
"#No", "scr_text_slash_scr_text_gml_93_0"
);
global.choicemsg[2] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_96_0"
);
global.choicemsg[3] = stringsetloc(
" ", "scr_text_slash_scr_text_gml_97_0"
);
if (global.flag[100 got_glowshard] == 0) { global.msg[0] = stringsetloc(
* (There's something glowing inside.)Wait for input
"* (There's something glowing inside.)/", "scr_text_slash_scr_text_gml_98_0"
);
global.msg[1] = stringsetloc(
* (Take it?)Wait for input
"* (Take it?)/ ", "scr_text_slash_scr_text_gml_99_0"
);
global.msg[2] = stringsetloc(
Choice type 2
" \\C2", "scr_text_slash_scr_text_gml_100_0"
);
} else { global.msg[0] = stringsetloc(
* (It's dark inside.)Wait for inputClose Message
"* (It's dark inside.)/%", "scr_text_slash_scr_text_gml_104_0"
);
} break; case 111: ...
(1457);
78
            break;
79
        case 22:
80
            __itemdesc = stringsetloc(
It's the Double-Dark-Burger.#It'll take two bites to finish!
"It's the Double-Dark-Burger.#It'll take two bites to finish!", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_72_0"
);
81
            break;
82
        case 23:
83
            __itemdesc = stringsetloc(
White candy with a chalky texture.#It'll recover 120HP.
"White candy with a chalky texture.#It'll recover 120HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_75_0"
);
84
            break;
85
        case 24:
86
            __itemdesc = stringsetloc(
It's short for ButlerJuice.#It changes color with temperature.
"It's short for ButlerJuice.#It changes color with temperature.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_78_0"
);
87
            break;
88
        case 25:
89
            __itemdesc = stringsetloc(
Spaghetti woven by master coders, made#of macarons and ribbons. +30HP to all.
"Spaghetti woven by master coders, made#of macarons and ribbons. +30HP to all.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_81_0"
);
90
            break;
91
        case 26:
92
            __itemdesc = stringsetloc(
A coffee-and-chocolate flavored cookie.#Words spark out when you bite it.
"A coffee-and-chocolate flavored cookie.#Words spark out when you bite it.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_84_0"
);
93
            break;
94
        case 27:
95
            __itemdesc = stringsetloc(
Raises TP by 32Close Message in battle.
"Raises TP by 32% in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_87_0"
);
96
            break;
97
        case 28:
98
            __itemdesc = stringsetloc(
Raises TP by 50Close Message in battle.
"Raises TP by 50% in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_90_0"
);
99
            break;
100
        case 29:
101
            __itemdesc = stringsetloc(
Raises TP to full in battle.
"Raises TP to full in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_93_0"
);
102
            break;
103
        case 30:
104
            __itemdesc = stringsetloc(
A minty powder that revives all#fallen party members to 25Close Message HP.
"A minty powder that revives all#fallen party members to 25% HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_96_0"
);
105
            break;
106
        case 31:
107
            __itemdesc = stringsetloc(
A breakable mint that revives all#fallen party members to 100Close Message HP.
"A breakable mint that revives all#fallen party members to 100% HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_99_0"
);
108
            break;
109
        case 32:
110
            __itemdesc = stringsetloc(
A strange concoction made of#colorful squares. Will poison you.
"A strange concoction made of#colorful squares. Will poison you.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_102_0"
);
111
            break;
112
        case 33:
113
            __itemdesc = stringsetloc(
A dollar with a certain dog on it.#Its value decreases each Chapter.
"A dollar with a certain dog on it.#Its value decreases each Chapter.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_109_0"
);
114
            break;
115
        case 34:
116
            __itemdesc = stringsetloc(
A TV-shaped premade meal. It even has#a giant crumb of your favorite pie.
"A TV-shaped premade meal. It even has#a giant crumb of your favorite pie.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_113_0"
);
117
            if (global.filechoice == 1)
118
                __itemdesc = stringsetloc(
A TV-shaped premade meal. The TV's pointy#nose is used as a cone for the ice cream.
"A TV-shaped premade meal. The TV's pointy#nose is used as a cone for the ice cream.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_118_0"
);
119
            if (global.filechoice == 2)
120
                __itemdesc = stringsetloc(
A TV-shaped premade meal. Unfortunately,#the vegan steak seems to be a normal shape.
"A TV-shaped premade meal. Unfortunately,#the vegan steak seems to be a normal shape.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_123_0"
);
121
            break;
122
        case 35:
123
            __itemdesc = stringsetloc(
A certain person's special "???"#Cannot be used in battle.
"A certain person's special \"???\"#Cannot be used in battle.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_127_0"
);
124
            if (global.chapter == 3)
125
            {
126
                if (global.flag[1038 pipis_sounds] == 1)
127
                    __itemdesc = stringsetloc(
A certain person's special "???"#It's now tweeting.
"A certain person's special \"???\"#It's now tweeting.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_133_0"
);
128
                if (global.flag[1038 pipis_sounds] == 2)
129
                    __itemdesc = stringsetloc(
A certain person's special "???"#It's now making a clucking noise.
"A certain person's special \"???\"#It's now making a clucking noise.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_138_0"
);
130
            }
131
            break;
132
        case 36:
133
            __itemdesc = stringsetloc(
Flat soda someone already took#a big sip from. Recovers 20HP
"Flat soda someone already took#a big sip from. Recovers 20HP", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_143_0"
);
134
            break;
135
        case 37:
136
            __itemdesc = stringsetloc(
Some sort of bland cafeteria food.#The ice cream cone is soggy and saggy.
"Some sort of bland cafeteria food.#The ice cream cone is soggy and saggy.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_146_0"
);
137
            break;
138
        case 38:
139
            __itemdesc = stringsetloc(
A dinner for cushy TV executives.#The blue "caviar" is unforgettable.
"A dinner for cushy TV executives.#The blue \"caviar\" is unforgettable.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_149_0"
);
140
            break;
141
        case 39:
142
            __itemdesc = stringsetloc(
A TV Dinner for high-ranking contestants.#Comes with detachable antennas. +140 HP.
"A TV Dinner for high-ranking contestants.#Comes with detachable antennas. +140 HP.", "scr_itemdesc_single_slash_scr_itemdesc_single_gml_152_0"
);
143
            break;
144
    }
145
    return __itemdesc;
146
}