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function scr_armorinfo_mine_ch1scr_armorinfo_mine_ch1function scr_armorinfo_mine_ch1()
{
for (i = 0; i < 4; i += 1)
{
scr_armorinfo_ch1(global.chararmor1[i]);
chararmor1name[i] = armornametemp;
chararmor1desc[i] = armordesctemp;
chararmor1at[i] = armorattemp;
chararmor1df[i] = armordftemp;
chararmor1mag[i] = armormagtemp;
chararmor1bolts[i] = armorboltstemp;
chararmor1grazeamt[i] = armorgrazeamttemp;
chararmor1grazesize[i] = armorgrazesizetemp;
chararmor1ability[i] = armorabilitytemp;
chararmor1abilityicon[i] = armorabilityicontemp;
chararmor1icon[i] = armoricontemp;
global.itemat[i][1] = armorattemp;
global.itemdf[i][1] = armordftemp;
global.itemmag[i][1] = armormagtemp;
global.itembolts[i][1] = armorboltstemp;
global.itemgrazeamt[i][1] = armorgrazeamttemp;
global.itemgrazesize[i][1] = armorgrazesizetemp;
scr_armorinfo_ch1(global.chararmor2[i]);
chararmor2name[i] = armornametemp;
chararmor2desc[i] = armordesctemp;
chararmor2at[i] = armorattemp;
chararmor2df[i] = armordftemp;
chararmor2mag[i] = armormagtemp;
chararmor2bolts[i] = armorboltstemp;
chararmor2grazeamt[i] = armorgrazeamttemp;
chararmor2grazesize[i] = armorgrazesizetemp;
chararmor2ability[i] = armorabilitytemp;
chararmor2abilityicon[i] = armorabilityicontemp;
chararmor2icon[i] = armoricontemp;
global.itemat[i][2] = armorattemp;
global.itemdf[i][2] = armordftemp;
global.itemmag[i][2] = armormagtemp;
global.itembolts[i][2] = armorboltstemp;
global.itemgrazeamt[i][2] = armorgrazeamttemp;
global.itemgrazesize[i][2] = armorgrazesizetemp;
}
} () |
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{ |
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for (i = 0; i < 4; i += 1) |
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{ |
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scr_armorinfo_ch1scr_armorinfo_ch1function scr_armorinfo_ch1(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_ch1))
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;
... (global.chararmor1[i]); |
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chararmor1name[i] = armornametemp; |
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chararmor1desc[i] = armordesctemp; |
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chararmor1at[i] = armorattemp; |
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chararmor1df[i] = armordftemp; |
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chararmor1mag[i] = armormagtemp; |
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chararmor1bolts[i] = armorboltstemp; |
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chararmor1grazeamt[i] = armorgrazeamttemp; |
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chararmor1grazesize[i] = armorgrazesizetemp; |
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chararmor1ability[i] = armorabilitytemp; |
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chararmor1abilityicon[i] = armorabilityicontemp; |
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chararmor1icon[i] = armoricontemp; |
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global.itemat[i][1] = armorattemp; |
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global.itemdf[i][1] = armordftemp; |
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global.itemmag[i][1] = armormagtemp; |
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global.itembolts[i][1] = armorboltstemp; |
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global.itemgrazeamt[i][1] = armorgrazeamttemp; |
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global.itemgrazesize[i][1] = armorgrazesizetemp; |
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scr_armorinfo_ch1scr_armorinfo_ch1function scr_armorinfo_ch1(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_ch1))
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;
... (global.chararmor2[i]); |
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chararmor2name[i] = armornametemp; |
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chararmor2desc[i] = armordesctemp; |
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chararmor2at[i] = armorattemp; |
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chararmor2df[i] = armordftemp; |
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chararmor2mag[i] = armormagtemp; |
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chararmor2bolts[i] = armorboltstemp; |
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chararmor2grazeamt[i] = armorgrazeamttemp; |
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chararmor2grazesize[i] = armorgrazesizetemp; |
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chararmor2ability[i] = armorabilitytemp; |
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chararmor2abilityicon[i] = armorabilityicontemp; |
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chararmor2icon[i] = armoricontemp; |
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global.itemat[i][2] = armorattemp; |
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global.itemdf[i][2] = armordftemp; |
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global.itemmag[i][2] = armormagtemp; |
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global.itembolts[i][2] = armorboltstemp; |
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global.itemgrazeamt[i][2] = armorgrazeamttemp; |
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global.itemgrazesize[i][2] = armorgrazesizetemp; |
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} |
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} |