Deltarune (Chapter 4) script viewer

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gml_Object_obj_overworldc_Step_0

(view raw script w/o annotations or w/e)
1
hasitems = global.litem[0] != 0;
2
if (global.interact == 5)
3
{
4
    currentmenu = global.menuno;
5
    if (global.menuno < 6)
6
        currentspot = global.menucoord[global.menuno];
7
    if (button1_p())
8
    {
9
        if (global.menuno == 5)
10
        {
11
            if (global.menucoord[5] == 0)
12
            {
13
                global.menuno = 9;
14
                script_execute(scr_litemuseb, global.menucoord[1], global.litem[global.menucoord[1]]);
15
            }
16
            if (global.menucoord[5] == 1)
17
            {
18
                global.menuno = 9;
19
                script_execute(scr_litemdesc, global.litem[global.menucoord[1]]);
20
                script_execute(scr_writetext, 0, "x", 0, 0);
21
            }
22
            if (global.menucoord[5] == 2)
23
            {
24
                dontthrow = 0;
25
                dontthrowtype = 0;
26
                global.menuno = 9;
27
                if (global.litem[global.menucoord[1]] == 5)
28
                    dontthrow = 1;
29
                if (global.litem[global.menucoord[1]] == 9)
30
                {
31
                    dontthrow = 1;
32
                    dontthrowtype = 1;
33
                }
34
                if (global.litem[global.menucoord[1]] == 11)
35
                {
36
                    dontthrow = 1;
37
                    dontthrowtype = 2;
38
                }
39
                var is_weapon_type = get_weapon_by_lw_id(global.litem[global.menucoord[1]]) != -4;
40
                if (is_weapon_type)
41
                {
42
                    dontthrow = 1;
43
                    dontthrowtype = 3;
44
                }
45
                if (dontthrow == 0)
46
                {
47
                    i = round(random(30));
48
                    if (i == 0)
49
                        global.msg[0] = stringsetsubloc("* You bid a quiet farewell to the ~1.", global.litemname[global.menucoord[1]], "obj_overworldc_slash_Step_0_gml_34_0_b");
50
                    if (i == 1)
51
                        global.msg[0] = stringsetsubloc("* You put the ~1 on the ground and gave it a little pat.", global.litemname[global.menucoord[1]], "obj_overworldc_slash_Step_0_gml_34_0");
52
                    if (i == 2)
53
                        global.msg[0] = stringsetsubloc("* You threw the ~1 on the ground like the piece of trash it is.", global.litemname[global.menucoord[1]], "obj_overworldc_slash_Step_0_gml_36_0");
54
                    if (i == 3)
55
                        global.msg[0] = stringsetsubloc("* You abandoned the ~1.", global.litemname[global.menucoord[1]], "obj_overworldc_slash_Step_0_gml_38_0_b");
56
                    if (i > 3)
57
                        global.msg[0] = stringsetsubloc("* The ~1 was thrown away.", global.litemname[global.menucoord[1]], "obj_overworldc_slash_Step_0_gml_38_0");
58
                    global.msg[0] += "/%";
59
                    if (global.litem[global.menucoord[1]] == 8)
60
                    {
61
                        global.msg[0] = stringsetloc(
* What Egg?Wait for inputClose Message
"* What Egg?/%", "obj_overworldc_slash_Step_0_gml_42_0"
);
62
                        if (global.flag[263 fridge_egg_status] == 0)
63
                            global.flag[263 fridge_egg_status] = 1;
64
                    }
65
                    script_execute(scr_writetext, 0, "x", 0, 0);
66
                    script_execute(scr_litemshift, global.menucoord[1], 0);
67
                }
68
                if (dontthrow == 1)
69
                {
70
                    if (dontthrowtype == 0)
71
                    {
72
                        global.msc = 10;
73
                        
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: ...
(global.msc);
74
                        script_execute(scr_writetext, 10, "x", 0, 0);
75
                    }
76
                    else if (dontthrowtype == 1)
77
                    {
78
                        msgsetloc(0, 
* (You fumbled and caught them.Delay 11 You can't throw these away!)Wait for inputClose Message
"* (You fumbled and caught them^1. You can't throw these away!)/%", "obj_overworldc_slash_Step_0_gml_61_0"
);
79
                        script_execute(scr_writetext, 0, "x", 0, 0);
80
                    }
81
                    else if (dontthrowtype == 2)
82
                    {
83
                        msgsetloc(0, 
* (For some reason you felt like if you throw it away...)Wait for input
"* (For some reason you felt like if you throw it away...)/", "obj_overworldc_slash_Step_0_gml_79_0"
);
84
                        msgnextloc(
* (It would be like throwing away someone's...Delay 11 ???)Wait for input
"* (It would be like throwing away someone's..^1. ???)/", "obj_overworldc_slash_Step_0_gml_80_0"
);
85
                        msgnextloc(
* (...Delay 11 But you didn't fully understand it.)Wait for inputClose Message
"* (..^1. But you didn't fully understand it.)/%", "obj_overworldc_slash_Step_0_gml_81_0"
);
86
                        script_execute(scr_writetext, 0, "x", 0, 0);
87
                    }
88
                    else if (dontthrowtype == 3)
89
                    {
90
                        msgsetloc(0, 
* (Recently, seems like weapons can't be thrown away so easily.)Wait for inputClose Message
"* (Recently, seems like weapons can't be thrown away so easily.)/%", "obj_overworldc_slash_Step_0_gml_86_0"
);
91
                        script_execute(scr_writetext, 0, "x", 0, 0);
92
                    }
93
                }
94
            }
95
        }
96
        if (global.menuno == 3)
97
        {
98
            global.menuno = 9;
99
            script_execute(scr_litemuseb, global.menucoord[3], global.phone[global.menucoord[3]]);
100
        }
101
        if (global.menuno == 1)
102
        {
103
            global.menuno = 5;
104
            global.menucoord[5] = 0;
105
        }
106
        if (global.menuno == 0)
107
            global.menuno += (global.menucoord[0] + 1);
108
        if (global.menuno == 3)
109
        {
110
            if (global.chapter == 4 && global.plot >= 67)
111
            {
112
                
scr_speaker
scr_speaker

function
scr_speaker(arg0)
{ _speaker = arg0; global.typer = 5; if (global.darkzone == 1) global.typer = 6; if (global.fighting == 1) global.typer = 4; global.fc = 0; global.fe = 0; if (_speaker == "silent" && global.darkzone == 0) global.typer = 2; if (_speaker == "silent" && global.darkzone == 1) global.typer = 36; if (_speaker == "balloon" || _speaker == "enemy") global.typer = 50; if (_speaker == "sans") { global.typer = 14; global.fc = 6; } if (_speaker == "undyne" || _speaker == "und") { global.typer = 17; global.fc = 9; } if (_speaker == "temmie" || _speaker == "tem") global.typer = 21; if (_speaker == "jevil") global.typer = 35; if (_speaker == "catti") global.fc = 13; if (_speaker == "jockington" || _speaker == "joc") global.fc = 14; if (_speaker == "catty" || _speaker == "caddy") global.fc = 16; if (_speaker == "bratty" || _speaker == "bra") global.fc = 17; if (_speaker == "rouxls" || _speaker == "rou") global.fc = 18; if (_speaker == "burgerpants" || _speaker == "bur") global.fc = 19; if (_speaker == "spamton") { if (global.fighting == 0) global.typer = 66; else global.typer = 68; } if (_speaker == "sneo") global.typer = 67; if (_speaker == "gerson" || _speaker == "ger" || _speaker == "gers") global.typer = 85; if (_speaker == "susie" || _speaker == "sus") { global.fc = 1; global.typer = 10; if (global.darkzone == 1) { global.typer = 30; if (global.fighting == 1) global.typer = 47; } } if (_speaker == "ralsei" || _speaker == "ral") { global.fc = 2; global.typer = 31; if (global.fighting == 1) global.typer = 45; if (global.flag[30 ralsei_hat_state] == 1) global.typer = 6; } if (_speaker == "noelle" || _speaker == "noe") { global.fc = 3; if (global.darkzone == 0) global.typer = 12; else global.typer = 56; if (global.fighting == 1) global.typer = 59; } if (_speaker == "toriel" || _speaker == "tor") { global.fc = 4; global.typer = 7; } if (_speaker == "asgore" || _speaker == "asg") { global.fc = 10; global.typer = 18; } if (_speaker == "king" || _speaker == "kin") { global.fc = 20; global.typer = 33; if (global.chapter == 1) { if (global.plot < 235) global.typer = 36; ...
("no_name");
113
                msgsetloc(0, 
* (You checked your phone's contacts and recent dials.)Wait for input
"* (You checked your phone's contacts and recent dials.)/", "obj_overworldc_slash_Step_0_gml_113_0"
);
114
                msgnextloc(
* (...Delay 11 but everything has been deleted.)Wait for inputClose Message
"* (..^1. but everything has been deleted.)/%", "obj_overworldc_slash_Step_0_gml_114_0"
);
115
                d_make();
116
                global.menuno = 9;
117
            }
118
            else
119
            {
120
                script_execute(scr_phonename);
121
                global.menucoord[3] = 0;
122
            }
123
        }
124
        if (global.menuno == 1)
125
        {
126
            if (global.litem[0] != 0)
127
            {
128
                global.menucoord[1] = 0;
129
                script_execute(scr_litemname);
130
            }
131
            else
132
            {
133
                global.menuno = 0;
134
            }
135
        }
136
    }
137
    if (up_p())
138
    {
139
        if (global.menuno == 0)
140
        {
141
            if (global.menucoord[0] != 0)
142
                global.menucoord[0] -= 1;
143
        }
144
        if (global.menuno == 1)
145
        {
146
            if (global.menucoord[1] != 0)
147
                global.menucoord[1] -= 1;
148
        }
149
        if (global.menuno == 3)
150
        {
151
            if (global.menucoord[3] != 0)
152
                global.menucoord[3] -= 1;
153
        }
154
    }
155
    if (down_p())
156
    {
157
        if (global.menuno == 0)
158
        {
159
            if (global.menucoord[0] != 2)
160
                global.menucoord[0] += 1;
161
        }
162
        if (global.menuno == 1)
163
        {
164
            if (global.menucoord[1] != 7)
165
            {
166
                if (global.litem[global.menucoord[1] + 1] != 0)
167
                    global.menucoord[1] += 1;
168
            }
169
        }
170
        if (global.menuno == 3)
171
        {
172
            if (global.menucoord[3] != 7)
173
            {
174
                if (global.phone[global.menucoord[3] + 1] != 0)
175
                    global.menucoord[3] += 1;
176
            }
177
        }
178
    }
179
    if (button2_p() && buffer >= 0)
180
    {
181
        if (global.menuno == 0)
182
        {
183
            global.menuno = -1;
184
            global.interact = 0;
185
        }
186
        else if (global.menuno <= 3)
187
        {
188
            global.menuno = 0;
189
        }
190
        if (global.menuno == 5)
191
            global.menuno = 1;
192
    }
193
    if (right_p())
194
    {
195
        if (global.menuno == 5)
196
        {
197
            if (global.menucoord[5] != 2)
198
                global.menucoord[5] += 1;
199
        }
200
    }
201
    if (left_p())
202
    {
203
        if (global.menuno == 5)
204
        {
205
            if (global.menucoord[5] != 0)
206
                global.menucoord[5] -= 1;
207
        }
208
    }
209
    if (button3_p() && threebuffer <= 0)
210
    {
211
        if (global.menuno == 0)
212
        {
213
            global.menuno = -1;
214
            global.interact = 0;
215
            with (obj_mainchara)
216
                threebuffer = 2;
217
        }
218
    }
219
    if (currentmenu < global.menuno && global.menuno != 9)
220
    {
221
        selnoise = 1;
222
    }
223
    else if (global.menuno >= 0 && global.menuno < 6)
224
    {
225
        if (currentspot != global.menucoord[global.menuno])
226
            movenoise = 1;
227
    }
228
}
229
if (global.menuno == 9 && instance_exists(obj_dialoguer) == false)
230
{
231
    global.menuno = -1;
232
    global.interact = 0;
233
}
234
if (selnoise == 1)
235
{
236
    snd_play(snd_select);
237
    selnoise = 0;
238
}
239
if (movenoise == 1)
240
{
241
    snd_play(snd_menumove);
242
    movenoise = 0;
243
}
244
if (
scr_debug
scr_debug

function
scr_debug()
{ if (global.debug == 1) return 1; }
())
245
{
246
    if (sunkus_kb_check_pressed(83))
247
        instance_create(0, 0, obj_savemenu);
248
    if (sunkus_kb_check_pressed(70))
249
        room_speed = 58;
250
    if (sunkus_kb_check_pressed(76))
251
        
scr_load
scr_load

function
scr_load()
{ snd_free_all(); filechoicebk = global.filechoice;
scr_gamestart();
global.filechoice = filechoicebk; file = "filech" + string(global.chapter) + "_" + string(global.filechoice); myfileid = ossafe_file_text_open_read(file); global.truename = ossafe_file_text_read_string(myfileid); ossafe_file_text_readln(myfileid); if (global.is_console) { var othername_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(othername_list); i += 1) global.othername[i] = ds_list_find_value(othername_list, i); ds_list_destroy(othername_list); ossafe_file_text_readln(myfileid); } else { for (i = 0; i < 6; i += 1) { global.othername[i] = ossafe_file_text_read_string(myfileid); ossafe_file_text_readln(myfileid); } } global.char[0] = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.char[1] = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.char[2] = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.gold = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.xp = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.lv = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.inv = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.invc = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); global.darkzone = ossafe_file_text_read_real(myfileid); ossafe_file_text_readln(myfileid); if (global.is_console) { var hp_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(hp_list); i += 1) global.hp[i] = ds_list_find_value(hp_list, i); ds_list_destroy(hp_list); ossafe_file_text_readln(myfileid); var maxhp_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(maxhp_list); i += 1) global.maxhp[i] = ds_list_find_value(maxhp_list, i); ds_list_destroy(maxhp_list); ossafe_file_text_readln(myfileid); var at_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(at_list); i += 1) global.at[i] = ds_list_find_value(at_list, i); ds_list_destroy(at_list); ossafe_file_text_readln(myfileid); var df_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(df_list); i += 1) global.df[i] = ds_list_find_value(df_list, i); ds_list_destroy(df_list); ossafe_file_text_readln(myfileid); var mag_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(mag_list); i += 1) global.mag[i] = ds_list_find_value(mag_list, i); ds_list_destroy(mag_list); ossafe_file_text_readln(myfileid); var guts_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(guts_list); i += 1) global.guts[i] = ds_list_find_value(guts_list, i); ds_list_destroy(guts_list); ossafe_file_text_readln(myfileid); var charweapon_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(charweapon_list); i += 1) global.charweapon[i] = ds_list_find_value(charweapon_list, i); ds_list_destroy(charweapon_list); ossafe_file_text_readln(myfileid); var chararmor1_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(chararmor1_list); i += 1) global.chararmor1[i] = ds_list_find_value(chararmor1_list, i); ds_list_destroy(chararmor1_list); ossafe_file_text_readln(myfileid); var chararmor2_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(chararmor2_list); i += 1) global.chararmor2[i] = ds_list_find_value(chararmor2_list, i); ds_list_destroy(chararmor2_list); ossafe_file_text_readln(myfileid); var weaponstyle_list =
scr_ds_list_read(myfileid);
for (i = 0; i < ds_list_size(weaponstyle_list); i += 1) global.weaponstyle[i] = ds_list_find_value(weaponstyle_list, i); ds_list_destroy(weaponstyle_list); ossafe_file_text_readln(myfileid); } for (i = 0; i < 5; i += 1) { if (!global.is_console) { ...
();
252
    if (sunkus_kb_check_pressed(82) && sunkus_kb_check(8))
253
        game_restart_true();
254
    if (sunkus_kb_check_pressed(82))
255
    {
256
        room_restart();
257
        global.interact = 0;
258
    }
259
}
260
threebuffer--;