1 |
function scr_litemuseb_ch1scr_litemuseb_ch1function scr_litemuseb_ch1(arg0, arg1)
{
switch (arg1)
{
case 0:
global.msg[0] = * You grasped at nothing.Wait for inputClose MessageClose Message ;
break;
case 1:
global.msg[0] = * You drank the hot chocolate.Delay 11 * It tasted wonderful.Delay 11 * Your throat tightened...Wait for inputClose Message ;
snd_play_ch1(snd_swallow_ch1);
scr_writetext_ch1(0, "x", 0, 0);
script_execute(scr_litemshift_ch1, arg0, 0);
break;
case 2:
global.msg[0] = * You equipped the Pencil.Wait for inputClose Message ;
scr_lweaponeq_ch1(arg0, arg1);
snd_play_ch1(snd_item_ch1);
scr_writetext_ch1(0, "x", 0, 0);
break;
case 3:
global.msg[0] = * You re-applied the bandage. ;
script_execute(scr_lrecoitem_ch1, 1);
script_execute(scr_litemshift_ch1, arg0, 0);
break;
case 4:
global.msg[0] = * You held out the flowers.Delay 11 * A floral scent fills the air.Delay 11 * Nothing happened.Wait for inputClose Message ;
scr_writetext_ch1(0, "x", 0, 0);
break;
case 5:
global.msg[0] = * You looked at the junk ball in admiration.Delay 11 * Nothing happened.Wait for inputClose Message ;
scr_writetext_ch1(0, "x", 0, 0);
break;
case 6:
global.msg[0] = * You equipped the Halloween Pencil.Wait for inputClose Message ;
scr_lweaponeq_ch1(arg0, arg1);
snd_play_ch1(snd_item_ch1);
scr_writetext_ch1(0, "x", 0, 0);
break;
case 7:
global.msg[0] = * You equipped the Lucky Pencil.Wait for inputClose Message ;
scr_lweaponeq_ch1(arg0, arg1);
snd_play_ch1(snd_item_ch1);
scr_writetext_ch1(0, "x", 0, 0);
break;
case 8:
global.msg[0] = * You used the Egg.Wait for inputClose Message ;
snd_play_ch1(snd_egg_ch1);
scr_writetext_ch1(0, "x", 0, 0);
break;
case 11:
if ( global.flag[281 used_glass_alone] == 0)
{
global.flag[281 used_glass_alone] = 1;
global.msg[0] = * You looked through the glass.Wait for input ;
global.msg[1] = * For some strange reason,Delay 11 for just a brief moment...Wait for input ;
global.msg[2] = * You thought you saw through your hand.Wait for inputClose Message ;
}
else if ( global.flag[281 used_glass_alone] == 1)
{
global.flag[281 used_glass_alone] = 2;
global.msg[0] = * You looked through the glass.Wait for input ;
global.msg[1] = * ...Delay 11 but nothing happened.Wait for inputClose Message ;
}
else
{
global.msg[0] = * It doesn't seem very useful.Wait for inputClose Message ;
}
scr_writetext_ch1(0, "x", 0, 0);
break;
case 201:
tempsaid = 0;
snd_play_ch1(snd_phone_ch1);
global.msg[0] = ;
global.msg[1] = * No one picked up.Wait for inputClose Message ;
if (room == room_krisroom_ch1 || room == room_krishallway_ch1 || room == room_torbathroom_ch1)
{
tempsaid = 1;
global.flag[268 called_in_house] = 1;
scr_torface_ch1(1, 0);
global.msg[2] = \E0* Hello? * Dreemurr residence... * Who might this be...?Wait for input ;
global.msg[3] = \E3* ... Kris?Wait for input ;
global.msg[4] = \E5* Sigh... Do not make me come over there.Wait for input ;
scr_noface_ch1(5);
global.msg[6] = * Click...Wait for inputClose Message ;
}
if (room == room_torhouse_ch1)
{
tempsaid = 1;
global.msg[0] = ;
global.msg[1] = * (The phone is ringing,Delay 11 but you can't get it.)Wait for input ;
global.msg[2] = * (You're already on the phone,Delay 11 after all...)Wait for inputClose Message ;
}
if (tempsaid == 0 && global.plot >= 250)
{
if ( global.flag[272 times_called_mom] == 0)
{
global.msc = 365;
scr_text_ch1(global.msc);
}
if ( global.flag[272 times_called_mom] == 1)
{
... (arg0, arg1) |
2 |
{ |
3 |
switch (arg1) |
4 |
{ |
5 |
case 0: |
6 |
global.msg[0] = * You grasped at nothing.Wait for inputClose MessageClose Message ; |
7 |
break; |
8 |
case 1: |
9 |
global.msg[0] = * You drank the hot chocolate.Delay 11 * It tasted wonderful.Delay 11 * Your throat tightened...Wait for inputClose Message ; |
10 |
snd_play_ch1(snd_swallow_ch1); |
11 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
12 |
script_execute(scr_litemshift_ch1, arg0, 0); |
13 |
break; |
14 |
case 2: |
15 |
global.msg[0] = * You equipped the Pencil.Wait for inputClose Message ; |
16 |
scr_lweaponeq_ch1scr_lweaponeq_ch1function scr_lweaponeq_ch1(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname_ch1);
} (arg0, arg1); |
17 |
snd_play_ch1(snd_item_ch1); |
18 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
19 |
break; |
20 |
case 3: |
21 |
global.msg[0] = * You re-applied the bandage. ; |
22 |
script_execute(scr_lrecoitem_ch1, 1); |
23 |
script_execute(scr_litemshift_ch1, arg0, 0); |
24 |
break; |
25 |
case 4: |
26 |
global.msg[0] = * You held out the flowers.Delay 11 * A floral scent fills the air.Delay 11 * Nothing happened.Wait for inputClose Message ; |
27 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
28 |
break; |
29 |
case 5: |
30 |
global.msg[0] = * You looked at the junk ball in admiration.Delay 11 * Nothing happened.Wait for inputClose Message ; |
31 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
32 |
break; |
33 |
case 6: |
34 |
global.msg[0] = * You equipped the Halloween Pencil.Wait for inputClose Message ; |
35 |
scr_lweaponeq_ch1scr_lweaponeq_ch1function scr_lweaponeq_ch1(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname_ch1);
} (arg0, arg1); |
36 |
snd_play_ch1(snd_item_ch1); |
37 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
38 |
break; |
39 |
case 7: |
40 |
global.msg[0] = * You equipped the Lucky Pencil.Wait for inputClose Message ; |
41 |
scr_lweaponeq_ch1scr_lweaponeq_ch1function scr_lweaponeq_ch1(arg0, arg1)
{
if (arg0 >= 0)
global.litem[arg0] = global.lweapon;
global.lweapon = arg1;
if (global.lweapon == 2)
global.lwstrength = 1;
if (global.lweapon == 6)
global.lwstrength = 1;
if (global.lweapon == 7)
global.lwstrength = 1;
script_execute(scr_litemname_ch1);
} (arg0, arg1); |
42 |
snd_play_ch1(snd_item_ch1); |
43 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
44 |
break; |
45 |
case 8: |
46 |
global.msg[0] = * You used the Egg.Wait for inputClose Message ; |
47 |
snd_play_ch1(snd_egg_ch1); |
48 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
49 |
break; |
50 |
case 11: |
51 |
if (global.flag[281 used_glass_alone] == 0) |
52 |
{ |
53 |
global.flag[281 used_glass_alone] = 1; |
54 |
global.msg[0] = * You looked through the glass.Wait for input ; |
55 |
global.msg[1] = * For some strange reason,Delay 11 for just a brief moment...Wait for input ; |
56 |
global.msg[2] = * You thought you saw through your hand.Wait for inputClose Message ; |
57 |
} |
58 |
else if (global.flag[281 used_glass_alone] == 1) |
59 |
{ |
60 |
global.flag[281 used_glass_alone] = 2; |
61 |
global.msg[0] = * You looked through the glass.Wait for input ; |
62 |
global.msg[1] = * ...Delay 11 but nothing happened.Wait for inputClose Message ; |
63 |
} |
64 |
else |
65 |
{ |
66 |
global.msg[0] = * It doesn't seem very useful.Wait for inputClose Message ; |
67 |
} |
68 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
69 |
break; |
70 |
case 201: |
71 |
tempsaid = 0; |
72 |
snd_play_ch1(snd_phone_ch1); |
73 |
global.msg[0] = ; |
74 |
global.msg[1] = * No one picked up.Wait for inputClose Message ; |
75 |
if (room == room_krisroom_ch1 || room == room_krishallway_ch1 || room == room_torbathroom_ch1) |
76 |
{ |
77 |
tempsaid = 1; |
78 |
global.flag[268 called_in_house] = 1; |
79 |
scr_torface_ch1(1, 0); |
80 |
global.msg[2] = \E0* Hello? * Dreemurr residence... * Who might this be...?Wait for input ; |
81 |
global.msg[3] = \E3* ... Kris?Wait for input ; |
82 |
global.msg[4] = \E5* Sigh... Do not make me come over there.Wait for input ; |
83 |
scr_noface_ch1(5); |
84 |
global.msg[6] = * Click...Wait for inputClose Message ; |
85 |
} |
86 |
if (room == room_torhouse_ch1) |
87 |
{ |
88 |
tempsaid = 1; |
89 |
global.msg[0] = ; |
90 |
global.msg[1] = * (The phone is ringing,Delay 11 but you can't get it.)Wait for input ; |
91 |
global.msg[2] = * (You're already on the phone,Delay 11 after all...)Wait for inputClose Message ; |
92 |
} |
93 |
if (tempsaid == 0 && global.plot >= 250) |
94 |
{ |
95 |
if (global.flag[272 times_called_mom] == 0) |
96 |
{ |
97 |
global.msc = 365; |
98 |
scr_text_ch1scr_text_ch1function scr_text_ch1(arg0)
{
switch (arg0)
{
case 0:
break;
case 10:
global.choicemsg[1] = ;
global.choicemsg[0] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
global.msg[0] = * You really didn't want to throw it away.Wait for input ;
global.msg[1] = * Throw it away anyway?Wait for input ;
global.msg[2] = ;
break;
case 11:
if (global.choice == 0)
{
global.msg[0] = * You felt a feeling of relief.Wait for inputClose Message ;
}
else
{
global.msg[0] = * Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input ;
global.msg[1] = * It broke into pieces.Wait for input ;
global.msg[2] = * You felt bitter.Wait for inputClose Message ;
script_execute(scr_litemshift_ch1, global.menucoord[1], 0);
for (i = 0; i < 12; i += 1)
{
global.item[i] = 0;
global.weapon[i] = 0;
global.armor[i] = 0;
}
}
break;
case 100:
global.msg[0] = * Hey, Kris!Delay 11 What's up?Delay 11 * Didja lose your pencil again?Wait for input ;
global.msg[1] = \E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = \E1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = \E4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = \E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = \E4* I'll ask if you're sure!
Not yet Yes. Ask.\C1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = \E0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene_ch1)
con = 20;
}
if (global.choice == 0)
global.msg[0] = \E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = \E0* Do you wanna be partners? Not yet Yes\C1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = \E0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene_ch1)
con = 20;
}
if (global.choice == 0)
global.msg[0] = \E4* Umm,Delay 11 OK.Delay 11 * You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message ;
break;
case 104:
global.msg[0] = \E0* Alright.Delay 11 * Let's get this over with.Wait for input ;
global.msg[1] = * We'll get more chalk.Delay 11 * Mosey back to class.Delay 11 * And then,Delay 11 Kris...Wait for input ;
global.msg[2] = \E2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good Bad\C1 ;
global.msg[4] = " ";
break;
case 105:
global.msg[0] = " %%";
break;
case 110:
global.choicemsg[0] = ;
global.choicemsg[1] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
if ( global.flag[100 got_glowshard] == 0)
{
global.msg[0] = * (There's something glowing inside.)Wait for input ;
global.msg[1] = * (Take it?)Wait for input ;
global.msg[2] = ;
}
else
{
global.msg[0] = * (It's dark inside.)Wait for inputClose Message ;
}
break;
case 111:
if (global.choice == 0)
{
global.msg[0] = * (You got the Glowshard.)Wait for inputClose Message ;
global.flag[100 got_glowshard] = 1;
scr_itemget_ch1(3);
... (global.msc); |
99 |
} |
100 |
if (global.flag[272 times_called_mom] == 1) |
101 |
{ |
102 |
global.msg[0] = * (Ring,Delay 11 ring...)Wait for input ; |
103 |
scr_torface_ch1(1, 1); |
104 |
global.msg[2] = * Kris,Delay 11 honey,Delay 11 what is it?Wait for input ; |
105 |
global.msg[3] = \E3* What?Delay 11 No,Delay 11 I am not giving you a ride home.Wait for input ; |
106 |
global.msg[4] = \E1* Our house is not far.Delay 11 It is just at the top of town.Wait for input ; |
107 |
global.msg[5] = \E4* Try walking.Delay 11 It builds character,Delay 11 honey.Wait for input ; |
108 |
scr_noface_ch1(6); |
109 |
global.msg[7] = * (Click...)Wait for inputClose Message ; |
110 |
} |
111 |
if (global.flag[272 times_called_mom] >= 2) |
112 |
{ |
113 |
global.msg[0] = * (Ring,Delay 11 ring...)Wait for input ; |
114 |
scr_torface_ch1(1, 1); |
115 |
global.msg[2] = * Kris,Delay 11 I am grading papers.Wait for input ; |
116 |
global.msg[3] = \E0* I can talk to you when you get back,Delay 11 alright?Wait for input ; |
117 |
global.msg[4] = \E0* Our house is only at the top of town,Delay 11 you know.Wait for input ; |
118 |
scr_noface_ch1(5); |
119 |
global.msg[6] = * (Click...)Wait for inputClose Message ; |
120 |
} |
121 |
global.flag[272 times_called_mom] += 1; |
122 |
} |
123 |
scr_writetext_ch1scr_writetext_ch1function scr_writetext_ch1(arg0, arg1, arg2, arg3)
{
global.fc = 0;
global.msc = arg0;
if (arg1 != "x")
global.msg[0] = arg1;
if (arg2 != 0)
global.fc = arg2;
global.typer = 5;
if (arg3 != 0)
global.typer = arg3;
instance_create_ch1(0, 0, obj_dialoguer_ch1);
} (0, "x", 0, 0); |
124 |
break; |
125 |
case 202: |
126 |
global.msc = 375; |
127 |
scr_text_ch1scr_text_ch1function scr_text_ch1(arg0)
{
switch (arg0)
{
case 0:
break;
case 10:
global.choicemsg[1] = ;
global.choicemsg[0] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
global.msg[0] = * You really didn't want to throw it away.Wait for input ;
global.msg[1] = * Throw it away anyway?Wait for input ;
global.msg[2] = ;
break;
case 11:
if (global.choice == 0)
{
global.msg[0] = * You felt a feeling of relief.Wait for inputClose Message ;
}
else
{
global.msg[0] = * Hand shaking,Delay 11 you dropped the ball of junk on the ground.Wait for input ;
global.msg[1] = * It broke into pieces.Wait for input ;
global.msg[2] = * You felt bitter.Wait for inputClose Message ;
script_execute(scr_litemshift_ch1, global.menucoord[1], 0);
for (i = 0; i < 12; i += 1)
{
global.item[i] = 0;
global.weapon[i] = 0;
global.armor[i] = 0;
}
}
break;
case 100:
global.msg[0] = * Hey, Kris!Delay 11 What's up?Delay 11 * Didja lose your pencil again?Wait for input ;
global.msg[1] = \E4* Here,Delay 11 you want the candy-cane one or the one with lights on it?Wait for input ;
global.msg[2] = \E1* Huh?Delay 11 * You want to be partners?Wait for input ;
global.msg[3] = \E4* Ummm...Delay 11 Sorry...Delay 11 * Berdly already asked me...Wait for input ;
global.msg[4] = \E0* But I could ask Ms. Alphys if we could make a group of 3!Wait for input ;
global.msg[5] = \E4* I'll ask if you're sure!
Not yet Yes. Ask.\C1 ;
global.msg[6] = " ";
break;
case 101:
if (global.choice == 1)
{
global.msg[0] = \E0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene_ch1)
con = 20;
}
if (global.choice == 0)
global.msg[0] = \E4* Yeah,Delay 11 I'm sure there's someone else you can ask!Wait for inputClose Message ;
break;
case 102:
global.msg[0] = \E0* Do you wanna be partners? Not yet Yes\C1 ;
global.msg[1] = " ";
break;
case 103:
if (global.choice == 1)
{
global.msg[0] = \E0* OK,Delay 11 I'll ask!Wait for input ;
global.msg[1] = * Miss Alphys!Delay 11 * Umm,Delay 11 is it OK if we have a group of 3?Wait for inputClose Message ;
with (obj_classscene_ch1)
con = 20;
}
if (global.choice == 0)
global.msg[0] = \E4* Umm,Delay 11 OK.Delay 11 * You just keep doing your thing,Delay 11 Kris.Wait for inputClose Message ;
break;
case 104:
global.msg[0] = \E0* Alright.Delay 11 * Let's get this over with.Wait for input ;
global.msg[1] = * We'll get more chalk.Delay 11 * Mosey back to class.Delay 11 * And then,Delay 11 Kris...Wait for input ;
global.msg[2] = \E2* YOU'LL do our project.Wait for input ;
global.msg[3] = * How's that sound?
Good Bad\C1 ;
global.msg[4] = " ";
break;
case 105:
global.msg[0] = " %%";
break;
case 110:
global.choicemsg[0] = ;
global.choicemsg[1] = ;
global.choicemsg[2] = " ";
global.choicemsg[3] = " ";
if ( global.flag[100 got_glowshard] == 0)
{
global.msg[0] = * (There's something glowing inside.)Wait for input ;
global.msg[1] = * (Take it?)Wait for input ;
global.msg[2] = ;
}
else
{
global.msg[0] = * (It's dark inside.)Wait for inputClose Message ;
}
break;
case 111:
if (global.choice == 0)
{
global.msg[0] = * (You got the Glowshard.)Wait for inputClose Message ;
global.flag[100 got_glowshard] = 1;
scr_itemget_ch1(3);
... (global.msc); |
128 |
global.typer = 5; |
129 |
global.fc = 0; |
130 |
instance_create_ch1(0, 0, obj_dialoguer_ch1); |
131 |
break; |
132 |
} |
133 |
} |