1 |
if (ambushed == 0) |
2 |
{ |
3 |
scr_ambush_ch1scr_ambush_ch1function scr_ambush_ch1()
{
with (obj_writer_ch1)
instance_destroy();
with (obj_face_ch1)
instance_destroy();
global.charturn = 3;
global.mnfight = 1;
global.myfight = -1;
} (); |
4 |
ambushed = 1; |
5 |
} |
6 |
if (plot != 3) |
7 |
{ |
8 |
global.charmove[0] = 1; |
9 |
global.charmove[1] = 0; |
10 |
if (global.charspecial[0] == 100) |
11 |
spare_used = 1; |
12 |
else |
13 |
spare_used = 0; |
14 |
} |
15 |
else |
16 |
{ |
17 |
global.charmove[0] = 0; |
18 |
global.charmove[1] = 1; |
19 |
if (global.charspecial[1] == 100) |
20 |
ral_wrongcommand = 1; |
21 |
if (global.charaction[1] == 4) |
22 |
ral_wrongcommand = 1; |
23 |
if (global.charaction[1] != 2 && global.charaction[1] != 4) |
24 |
{ |
25 |
with (obj_attackpress_ch1) |
26 |
{ |
27 |
with (obj_heroparent_ch1) |
28 |
{ |
29 |
if (state == 1) |
30 |
state = 0; |
31 |
attacked = 0; |
32 |
itemed = 0; |
33 |
} |
34 |
global.mnfight = 1; |
35 |
global.myfight = -1; |
36 |
instance_destroy(); |
37 |
} |
38 |
global.charaction[1] = 0; |
39 |
global.faceaction[1] = 0; |
40 |
} |
41 |
} |
42 |
if (global.monster[myself] == 1) |
43 |
{ |
44 |
global.flag[51 + myself] = 4; |
45 |
commanded = 0; |
46 |
if (global.mnfight == 1 && talked == 0) |
47 |
{ |
48 |
global.writerimg[0] = scr_84_get_sprite_ch1("spr_btfight"); |
49 |
global.writerimg[1] = scr_84_get_sprite_ch1("spr_btdefend"); |
50 |
global.writerimg[2] = scr_84_get_sprite_ch1("spr_bttech"); |
51 |
global.writerimg[3] = scr_84_get_sprite_ch1("spr_btact"); |
52 |
global.writerimg[4] = scr_84_get_sprite_ch1("spr_btspare"); |
53 |
global.writerimg[5] = scr_84_get_sprite_ch1("spr_btitem"); |
54 |
if (attackcon == 0) |
55 |
{ |
56 |
scr_moveheart_ch1(); |
57 |
abletotarget = 1; |
58 |
if (global.charcantarget[0] == 0 && global.charcantarget[1] == 0 && global.charcantarget[2] == 0) |
59 |
abletotarget = 0; |
60 |
mytarget = choose(0); |
61 |
if (abletotarget == 1) |
62 |
{ |
63 |
while (global.charcantarget[mytarget] == 0) |
64 |
mytarget = choose(0); |
65 |
} |
66 |
else |
67 |
{ |
68 |
target = 3; |
69 |
} |
70 |
global.targeted[mytarget] = 1; |
71 |
attackcon = 1; |
72 |
instance_create_ch1(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle_ch1); |
73 |
instance_create_ch1(0, 0, obj_darkener_ch1); |
74 |
} |
75 |
global.typer = 45; |
76 |
global.fc = 2; |
77 |
global.fe = 1; |
78 |
global.msg[0] = * SkipWait for inputClose Message ; |
79 |
if (plot == 0 && attackcon == 1) |
80 |
{ |
81 |
global.fe = 0; |
82 |
global.flag[30 ralsei_hat_state] = 0; |
83 |
global.msg[0] = \E0* See that \cRHEART\cW, Kris?Wait for input ; |
84 |
global.msg[1] = * That's your \cRSOUL\cW, the culmination of your being!Wait for input ; |
85 |
global.msg[2] = \EB* Within,Delay 11 it holds your WILL...Delay 11 your COMPASSION...Wait for input ; |
86 |
global.msg[3] = \E1* ... and the FATE of the world.Wait for input ; |
87 |
global.msg[4] = \EB* If it gets hit,Delay 11 you and your friends will lose HP.Wait for input ; |
88 |
global.msg[5] = \E3* If everyone's HP reaches 0,Delay 11 we'll lose the battle.Wait for input ; |
89 |
global.msg[6] = \E0* So,Delay 11 please take care to avoid the enemy's attack.Wait for input ; |
90 |
global.msg[7] = \E8* Ready?Delay 11 * Let's try dodging!Wait for inputClose Message ; |
91 |
} |
92 |
if (plot >= 1) |
93 |
{ |
94 |
dial = 0; |
95 |
if (global.charaction[0] == 1) |
96 |
{ |
97 |
if (dummyhp > global.monsterhp[0]) |
98 |
dial = 1; |
99 |
if (dummyhp == global.monsterhp[0] && plot == 1) |
100 |
dial = 2; |
101 |
if (dummyhp == global.monsterhp[0] && misstime == 9 && plot == 2) |
102 |
{ |
103 |
dial = 3; |
104 |
global.flag[205 tutorial_end] = 6; |
105 |
} |
106 |
if (dial == 1 && hitdum >= 3) |
107 |
{ |
108 |
hitdum = 4; |
109 |
dial = 3; |
110 |
global.flag[205 tutorial_end] = 4; |
111 |
} |
112 |
} |
113 |
if (global.charaction[0] == 10 && commanded == 0) |
114 |
{ |
115 |
global.fe = 0; |
116 |
global.msg[0] = \E0* That's DEFENDING,Delay 11 Kris.Delay 11 * You'll recover TP and take less damage.Wait for input ; |
117 |
global.msg[1] = \E8* You should learn to ATTACK first,Delay 11 though.Wait for inputClose Message ; |
118 |
if (defendtime == 1) |
119 |
{ |
120 |
global.msg[0] = \E8* Gee,Delay 11 Kris!Delay 11 * You sure are good at defending!Wait for input ; |
121 |
global.msg[1] = \E6* I'm not attacking,Delay 11 you,Delay 11 though, so... * No need to defend!Wait for inputClose Message ; |
122 |
} |
123 |
if (defendtime == 2) |
124 |
{ |
125 |
global.fe = 1; |
126 |
global.msg[0] = \E1* Ummm...Delay 11 * Kris?Wait for input ; |
127 |
global.msg[1] = \E8* There are no bullets,Delay 11 and you can't use TP...Wait for input ; |
128 |
global.msg[2] = \E8* So,Delay 11 umm,Delay 11 maybe you could stop defending?Wait for inputClose Message ; |
129 |
} |
130 |
if (defendtime == 3) |
131 |
{ |
132 |
global.fe = 9; |
133 |
global.msg[0] = \E9* ...Wait for inputClose Message ; |
134 |
} |
135 |
if (plot == 2) |
136 |
{ |
137 |
global.writerimg[2] = scr_84_get_sprite_ch1("spr_bttech"); |
138 |
global.msg[0] = \E8* Great job,Delay 11 Kris!Delay 11 * Now that you've gathered TP -Wait for input ; |
139 |
global.msg[1] = \E0* How about spending that TP on one of my \cYSPELLs\cW?Wait for input ; |
140 |
global.msg[2] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ; |
141 |
global.msg[3] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ; |
142 |
global.msg[4] = \E8* It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ; |
143 |
if (global.monsterhp[0] == global.monstermaxhp[0]) |
144 |
{ |
145 |
global.msg[2] = \E1* If you had,Delay 11 um,Delay 11 hit the enemy,Delay 11 it'd be TIRED now.Wait for input ; |
146 |
global.msg[3] = \E0* In that case,Delay 11 we use my \cYPACIFY\cW spell on it...Wait for input ; |
147 |
} |
148 |
global.monsterstatus[myself] = 1; |
149 |
if (global.monstercomment[myself] == " ") |
150 |
global.monstercomment[myself] = ; |
151 |
plot = 3; |
152 |
if (defendtime == 4) |
153 |
defendtime = 3; |
154 |
} |
155 |
if (defendtime >= 4) |
156 |
{ |
157 |
dial = 3; |
158 |
global.flag[205 tutorial_end] = 5; |
159 |
} |
160 |
defendtime += 1; |
161 |
commanded = 1; |
162 |
} |
163 |
if (global.charaction[0] == 4 && commanded == 0) |
164 |
{ |
165 |
global.fe = 0; |
166 |
global.msg[0] = \E0* Oh,Delay 11 Kris,Delay 11 you found an \cYITEM\cW?Wait for input ; |
167 |
global.msg[1] = \E1* I figured \cYITEMs\cW are self-explanatory,Delay 11 so...Wait for input ; |
168 |
global.msg[2] = \E6* Let's skip over them for now,Delay 11 OK?Wait for inputClose Message ; |
169 |
if (item_command == 1) |
170 |
{ |
171 |
global.fe = 1; |
172 |
global.msg[0] = \E3* You really want to learn about \cYITEMS\cW, Kris...?Wait for input ; |
173 |
global.msg[1] = \E0* OK,Delay 11 I'll teach you!Wait for input ; |
174 |
global.msg[2] = \E1* Errm...Wait for input ; |
175 |
global.msg[3] = \E0* You use them,Delay 11 and something happens.Wait for input ; |
176 |
global.msg[4] = \E8* ... is that sufficient?Wait for inputClose Message ; |
177 |
} |
178 |
if (item_command == 2) |
179 |
{ |
180 |
global.fe = 6; |
181 |
global.msg[0] = \E6* Yes,Delay 11 haha,Delay 11 that \cYITEM\cW is very pretty,Delay 11 isn't it?Wait for input ; |
182 |
global.msg[1] = \E8* I'm glad you're enjoying yourself,Delay 11 Kris...!Wait for inputClose Message ; |
183 |
} |
184 |
if (item_command == 3) |
185 |
{ |
186 |
global.fe = 0; |
187 |
global.msg[0] = \E8* Kris,Delay 11 we can find lots more ITEMs on our journey!Wait for input ; |
188 |
global.msg[1] = \E0* Which,Delay 11 will continue...Delay 11 after this tutorial.Wait for inputClose Message ; |
189 |
} |
190 |
if (item_command >= 4) |
191 |
dial = 3; |
192 |
commanded = 1; |
193 |
item_command += 1; |
194 |
} |
195 |
if (ral_wrongcommand == 1 && commanded == 0) |
196 |
{ |
197 |
global.msg[0] = \E8* Kris,Delay 11 please ask me to do a spell.Wait for inputClose Message ; |
198 |
if (ral_wrongcommand_count == 0) |
199 |
global.msg[0] = \E8* Kris,Delay 11 wouldn't you rather learn about \cYSPELLs\cW?Wait for inputClose Message ; |
200 |
if (ral_wrongcommand_count == 1) |
201 |
{ |
202 |
global.msg[0] = \E6* Kris,Delay 11 do you...Delay 11 know what a \cYSPELL\cW is?Wait for input ; |
203 |
global.msg[1] = \E1* Can humans not even ASK people to use them...?Wait for inputClose Message ; |
204 |
} |
205 |
if (ral_wrongcommand_count == 2) |
206 |
global.msg[0] = \E6* Kris,Delay 11 what if you just give me a hand sign?Wait for inputClose Message ; |
207 |
if (ral_wrongcommand_count == 3) |
208 |
{ |
209 |
global.msg[0] = *\E8 Ummm,Delay 11 if this is too difficult...Wait for input ; |
210 |
global.msg[1] = * Let's move to the next lesson,Delay 11 OK?Wait for input ; |
211 |
global.msg[2] = * \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input ; |
212 |
global.msg[3] = \E8* Can be defeated through various \I3 s of kindness!Wait for input ; |
213 |
global.msg[4] = * Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message ; |
214 |
if (plot == 3) |
215 |
plot = 4; |
216 |
if (global.mercymod[myself] >= 100) |
217 |
{ |
218 |
global.msg[2] = \EB* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input ; |
219 |
global.msg[3] = \E0* Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input ; |
220 |
global.msg[4] = * Now by using the \cYSPARE\cW (\I4 ) command,Delay 11 you can win!Wait for inputClose Message ; |
221 |
plot = 5; |
222 |
} |
223 |
} |
224 |
ral_wrongcommand_count += 1; |
225 |
commanded = 0; |
226 |
} |
227 |
if (global.charaction[1] == 2 && ral_wrongcommand == 0 && commanded == 0) |
228 |
{ |
229 |
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 A healing spell works too!Wait for input ; |
230 |
global.msg[1] = * Now I have just a little more to teach you!Wait for input ; |
231 |
global.msg[2] = * \I3 ing!Delay 11 Through this,Delay 11 even the most violent enemies...Wait for input ; |
232 |
global.msg[3] = \E8* Can be defeated through various \I3 s of kindness!Wait for input ; |
233 |
global.msg[4] = \E6* Kris,Delay 11 though it's just a dummy,Delay 11 why not give it a HUG?Wait for inputClose Message ; |
234 |
if (pacifycon == 1) |
235 |
{ |
236 |
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 We would have won the battle by now!Wait for input ; |
237 |
if (global.monsterstatus[myself] == 0) |
238 |
global.msg[0] = \E0* Great,Delay 11 Kris!Delay 11 If it was TIRED we would have won!Wait for input ; |
239 |
} |
240 |
plot = 4; |
241 |
if (global.mercymod[myself] >= 100) |
242 |
{ |
243 |
global.msg[2] = \E0* Remember when you \cYHUGGED\cW the dummy by \I3 ing on it?Wait for input ; |
244 |
global.msg[3] = * Because of that,Delay 11 its name turned \cYYELLOW\cW!Wait for input ; |
245 |
global.msg[4] = * Now by using the \cYSPARE\cW (\I4 ) command,Delay 11 you can win!Wait for inputClose Message ; |
246 |
plot = 5; |
247 |
} |
248 |
commanded = 1; |
249 |
} |
250 |
if (spare_used == 1 && commanded == 0) |
251 |
{ |
252 |
if (plot < 5) |
253 |
{ |
254 |
global.fe = 0; |
255 |
if (spare_command == 0) |
256 |
global.msg[0] = \E8* Ah,Delay 11 Kris,Delay 11 don't worry about that command yet!Wait for inputClose Message ; |
257 |
if (spare_command == 1) |
258 |
global.msg[0] = \E6* You're really merciful,Delay 11 aren't you,Delay 11 Kris?Wait for inputClose Message ; |
259 |
if (spare_command >= 2) |
260 |
global.msg[0] = \E1* Kris,Delay 11 you are aware it's just a dummy,Delay 11 right...?Wait for inputClose Message ; |
261 |
if (global.mercymod[myself] >= 100) |
262 |
win_spare += 1; |
263 |
if (win_spare == 1) |
264 |
{ |
265 |
global.fe = 6; |
266 |
global.msg[0] = \E0* Kris,Delay 11 since you SPARED an enemy after ACTING,Wait for input ; |
267 |
global.msg[1] = \E1* You would have won in a real battle, but, um...Wait for input ; |
268 |
global.msg[2] = \E0* Don't you want to learn other things,Delay 11 first?Wait for inputClose Message ; |
269 |
} |
270 |
if (win_spare == 2) |
271 |
{ |
272 |
global.fe = 6; |
273 |
global.msg[0] = \E0* I see...Delay 11 Then,Delay 11 perhaps we can just end here.Wait for input ; |
274 |
global.msg[1] = \E1* You know how to win peacefully, so...Wait for input ; |
275 |
global.msg[2] = \E8* That's good enough for me!Wait for inputClose Message ; |
276 |
won = 1; |
277 |
} |
278 |
} |
279 |
if (plot == 5) |
280 |
{ |
281 |
global.msg[0] = \E0* Great job,Delay 11 Kris!Delay 11 * That'd be the end in a real battle!Wait for input ; |
282 |
global.msg[1] = \E8* I'm really happy I had the chance to teach you,Delay 11 Kris!Wait for inputClose Message ; |
283 |
won = 1; |
284 |
} |
285 |
spare_used = 0; |
286 |
spare_command += 1; |
287 |
commanded = 1; |
288 |
} |
289 |
if (dial == 1) |
290 |
{ |
291 |
if (plot == 1) |
292 |
{ |
293 |
global.fe = 3; |
294 |
if (dummyhp > (global.monsterhp[0] + 50)) |
295 |
{ |
296 |
global.msg[0] = \E3* W-wow,Delay 11 Kris!Delay 11 * That was an amazing attack!Wait for input ; |
297 |
global.msg[1] = \E8* Have you done this before or something...?Wait for input ; |
298 |
} |
299 |
else |
300 |
{ |
301 |
global.msg[0] = \E0* Good job,Delay 11 Kris!Delay 11 * By the way,Delay 11 you'll do more damage...Wait for input ; |
302 |
global.msg[1] = + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4) + when the cursor enters the box on the left!Wait for input ; |
303 |
} |
304 |
if (misstime >= 6) |
305 |
{ |
306 |
global.fe = 8; |
307 |
global.msg[0] = \E3* Kris!Delay 11 * You did it!!!Wait for input ; |
308 |
global.msg[1] = \E8* (I was really just about at my limit...)Wait for input ; |
309 |
} |
310 |
global.msg[2] = \E0* OK, next let's try DEFENDING. (\I1 )Wait for input ; |
311 |
global.msg[3] = * Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input ; |
312 |
global.msg[4] = * Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input ; |
313 |
global.msg[5] = * (Watch the orange big bar on the left!Delay 11 I'll explain it next!)Wait for inputClose Message ; |
314 |
plot = 2; |
315 |
if (defendtime >= 1) |
316 |
{ |
317 |
global.msg[2] = \E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ; |
318 |
global.msg[3] = * The big orange TP bar on the left filled up a bit!Wait for input ; |
319 |
global.msg[4] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ; |
320 |
global.msg[5] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ; |
321 |
global.msg[6] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ; |
322 |
global.msg[7] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ; |
323 |
plot = 3; |
324 |
} |
325 |
} |
326 |
else |
327 |
{ |
328 |
if (hitdum == 0) |
329 |
{ |
330 |
global.fe = 1; |
331 |
global.msg[0] = \E1* Ummm...Delay 11 Kris?Delay 11 * You don't need to hit it anymore.Wait for input ; |
332 |
global.msg[1] = \E8* I already know you're great at attacking!Wait for inputClose Message ; |
333 |
} |
334 |
if (hitdum == 1) |
335 |
{ |
336 |
global.fe = 1; |
337 |
global.msg[0] = \E1* U-umm,Delay 11 Kris...Delay 11 H-How do I put this...?Wait for input ; |
338 |
global.msg[1] = \E1* Kris,Delay 11 seeing you,Delay 11 um,Delay 11 attack an effigy of myself...Wait for input ; |
339 |
global.msg[2] = \E6* ... Kris,Delay 11 are you trying to say something?Wait for inputClose Message ; |
340 |
} |
341 |
if (hitdum == 2) |
342 |
{ |
343 |
global.fe = 6; |
344 |
global.msg[0] = \E6* Ah,Delay 11 Kris...Delay 11 I...Delay 11 um,Delay 11 I think I understand.Wait for input ; |
345 |
global.msg[1] = \E1* W-Delay 11well,Delay 11 if...Delay 11 during our adventure,Wait for input ; |
346 |
global.msg[2] = \E7* ... if you want to hit me,Delay 11 that's OK,Delay 11 too!Wait for inputClose Message ; |
347 |
} |
348 |
if (hitdum >= 3) |
349 |
dial = 3; |
350 |
hitdum += 1; |
351 |
} |
352 |
} |
353 |
if (dial == 2) |
354 |
{ |
355 |
global.fe = 3; |
356 |
global.msg[0] = \E3* Oh,Delay 11 sorry,Delay 11 Kris!Delay 11 * I forgot to mention!Delay 11 * When you're ATTACKing...Wait for input ; |
357 |
global.msg[1] = + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4) + again when the cursor goes in the box!Wait for inputClose Message ; |
358 |
if (misstime >= 1) |
359 |
{ |
360 |
global.fe = 8; |
361 |
global.msg[0] = \E8* It's OK,Delay 11 Kris!Delay 11 * You'll get it!Delay 11 * Try again!Wait for inputClose Message ; |
362 |
if (misstime == 2) |
363 |
global.msg[0] = + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4) + when the white rectangle's in the blue box!Wait for inputClose Message ; |
364 |
if (misstime == 3) |
365 |
global.msg[0] = \E6* Ummm...Delay 11 you can press + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4) + a lot,Delay 11 if it helps!Wait for inputClose Message ; |
366 |
if (misstime == 4) |
367 |
global.msg[0] = \E6* Kris...Delay 11 * Please try to press + scr_get_input_name_ch1scr_get_input_name_ch1function scr_get_input_name_ch1(arg0)
{
var _control = "[?]";
if (global.is_console || obj_gamecontroller.gamepad_active)
{
_control = global.input_g[arg0];
if (_control == gp_padr)
return "\\*D ";
if (_control == gp_padl)
return "\\*A ";
if (_control == global.button0)
return "\\*Z ";
if (_control == global.button1)
return "\\*X ";
if (_control == global.button2)
return "\\*C ";
}
var left_bracket = (global.lang == "en") ? "[" : "[";
var right_bracket = (global.lang == "en") ? "]" : "]";
_control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket;
if (!is_string(_control))
_control = "[?]";
else
return _control;
} (4) + .Wait for inputClose Message ; |
368 |
if (misstime == 5) |
369 |
global.msg[0] = \E6* Ummm,Delay 11 Kris?Delay 11 * Can you see the white rectangle?Wait for inputClose Message ; |
370 |
if (misstime == 6) |
371 |
global.msg[0] = \E8* You know rectangles?Delay 11 * They're like messed-up squares?Wait for inputClose Message ; |
372 |
if (misstime == 7) |
373 |
{ |
374 |
global.fe = 9; |
375 |
global.msg[0] = \E9* ...Wait for inputClose Message ; |
376 |
} |
377 |
if (misstime == 8) |
378 |
{ |
379 |
global.fe = 1; |
380 |
global.msg[0] = \E6* Umm,Delay 11 perhaps we should try something else?Wait for inputClose Message ; |
381 |
plot = 2; |
382 |
if (defendtime >= 1) |
383 |
{ |
384 |
global.msg[0] = \E6* Umm,Delay 11 perhaps we should try something else?Wait for input ; |
385 |
global.msg[1] = \E0* Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ; |
386 |
global.msg[2] = * The big orange TP bar on the left filled up a bit!Wait for input ; |
387 |
global.msg[3] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ; |
388 |
global.msg[4] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ; |
389 |
global.msg[5] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ; |
390 |
global.msg[6] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ; |
391 |
plot = 3; |
392 |
} |
393 |
} |
394 |
} |
395 |
misstime += 1; |
396 |
} |
397 |
if (dial == 3) |
398 |
{ |
399 |
global.fe = 9; |
400 |
global.msg[0] = ; |
401 |
global.msg[1] = \E8* Kris,Delay 11 I think I've,Delay 11 um,Delay 11 perhaps...Wait for input ; |
402 |
global.msg[2] = \E1* Reached the limits of what I can teach you today.Wait for input ; |
403 |
global.msg[3] = \E0* Let's go find Susie.Wait for inputClose Message ; |
404 |
if (hitdum >= 4) |
405 |
{ |
406 |
global.msg[0] = \E9* Kris,Delay 11 I don't mean to interrupt,Delay 11 but...Wait for input ; |
407 |
global.msg[1] = \E3* You're going to break the dummy at this rate.Wait for input ; |
408 |
global.msg[2] = \E1* I suppose we'll have to stop here for now.Wait for inputClose Message ; |
409 |
} |
410 |
won = 1; |
411 |
global.myfight = 999; |
412 |
global.mnfight = 999; |
413 |
} |
414 |
} |
415 |
scr_battletext_ch1scr_battletext_ch1function scr_battletext_ch1()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
if (global.fc == 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (); |
416 |
if (global.msg[0] == * SkipWait for inputClose Message ) |
417 |
{ |
418 |
with (obj_writer_ch1) |
419 |
instance_destroy(); |
420 |
} |
421 |
acting = 0; |
422 |
spare_used = 0; |
423 |
dummyhp = global.monsterhp[myself]; |
424 |
talked = 1; |
425 |
talktimer = 0; |
426 |
ral_wrongcommand = 0; |
427 |
} |
428 |
if (global.mnfight == 9786 && attacked == 0) |
429 |
{ |
430 |
turns += 1; |
431 |
global.turntimer = -1; |
432 |
scr_mnendturn_ch1scr_mnendturn_ch1function scr_mnendturn_ch1()
{
if (global.char[0] == 2)
sus = 0;
if (global.char[1] == 2)
sus = 1;
if (global.char[2] == 2)
sus = 2;
techwon = 0;
if ( scr_monsterpop_ch1() == 0)
techwon = 1;
if (techwon == 0)
{
scr_battlecursor_memory_reset_ch1();
global.mnfight = 0;
global.myfight = 0;
global.bmenuno = 0;
global.charturn = 0;
skip = 0;
for (i = 0; i < 3; i += 1)
{
with (global.charinstance[i])
tu = 0;
hptarget = global.char[i];
if (global.char[i] != 0 && global.hp[hptarget] <= 0)
{
healamt = ceil(global.maxhp[hptarget] / 8);
dmgwr = instance_create_ch1(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter_ch1);
with (dmgwr)
{
delay = 1;
type = 3;
}
dmgwr.damage = scr_heal_ch1(i, healamt);
if (global.hp[hptarget] >= 1)
{
with (dmgwr)
specialmessage = 4;
}
}
}
if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1)
global.charturn = 1;
if (global.charturn == 1)
{
if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1)
global.charturn = 2;
}
if (global.charturn == 2)
{
if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1)
skip = 1;
}
for (i = 0; i < 3; i += 1)
{
global.acting[i] = 0;
global.temptension[i] = global.tension;
global.charspecial[i] = 0;
global.targeted[i] = 0;
global.charaction[i] = 0;
global.faceaction[i] = 0;
}
with (obj_monsterparent_ch1)
{
attacked = 0;
talked = 0;
acting = 0;
}
if (skip == 1)
{
if (global.char[0] == 2 && global.charauto[2] == 1)
{
global.acting[0] = 1;
global.myfight = 3;
}
scr_endturn_ch1();
}
for (i = 0; i < 12; i += 1)
{
for (j = 0; j < 3; j += 1)
tempitem[i][j] = global.item[i];
}
}
else
{
scr_wincombat_ch1();
}
} (); |
433 |
attacked = 1; |
434 |
rr = floor(random(0)); |
435 |
global.typer = 6; |
436 |
global.fc = 0; |
437 |
if (rr == 0) |
438 |
global.battlemsg[0] = * Ralsei looks on expectedly. ; |
439 |
} |
440 |
if (talked == 1 && global.mnfight == 1) |
441 |
{ |
442 |
if (won == 0) |
443 |
{ |
444 |
rtimer = 0; |
445 |
scr_blconskip_ch1scr_blconskip_ch1function scr_blconskip_ch1(arg0)
{
if (arg0 != -1)
{
if (button1_p_ch1() && talktimer > arg0)
talktimer = talkmax;
talktimer += 1;
if (talktimer >= talkmax)
{
with (obj_writer_ch1)
instance_destroy();
global.mnfight = 2;
}
}
if (arg0 == -1)
{
if (instance_exists(obj_writer_ch1) == false)
global.mnfight = 2;
}
} (-1); |
446 |
if (global.mnfight == 2 && attackcon == 1) |
447 |
{ |
448 |
if (!instance_exists(obj_moveheart_ch1) && !instance_exists(obj_heart_ch1)) |
449 |
scr_moveheart_ch1(); |
450 |
if (!instance_exists(obj_growtangle_ch1)) |
451 |
instance_create_ch1(__view_get(e__VW.XView, 0) + 320, __view_get(e__VW.YView, 0) + 170, obj_growtangle_ch1); |
452 |
} |
453 |
} |
454 |
else if (!instance_exists(obj_writer_ch1)) |
455 |
{ |
456 |
scr_monsterdefeat_ch1scr_monsterdefeat_ch1function scr_monsterdefeat_ch1()
{
if (global.monster[myself] == 1)
{
global.monstergold[3] += global.monstergold[myself];
global.monsterexp[3] += global.monsterexp[myself];
global.monster[myself] = 0;
if (global.flag[51 + myself] == 0)
{
global.flag[51 + myself] = 2;
if (global.monsterhp[myself] <= 0)
global.flag[51 + myself] = 1;
}
if (global.flag[51 + myself] == 1)
global.flag[40 violences] += 1;
if (global.flag[51 + myself] == 2)
global.flag[41 spares] += 1;
if (global.flag[51 + myself] == 3)
global.flag[42 pacifies] += 1;
if (global.flag[51 + myself] == 5)
global.flag[43 autosusie_violences] += 1;
if ( scr_monsterpop_ch1() == 0)
{
_amt_add = 0;
_violenced = 0;
_spared = 0;
_pacified = 0;
for (d_i = 0; d_i < 3; d_i += 1)
{
if (global.flag[51 + d_i] != 0)
_amt_add += 1;
if (global.flag[51 + d_i] == 1)
_violenced += 1;
if (global.flag[51 + d_i] == 2)
_spared += 1;
if (global.flag[51 + d_i] == 3)
_pacified += 1;
}
if (_pacified > 0)
global.flag[50 last_encounter_end] = 3;
if (_spared > 0)
global.flag[50 last_encounter_end] = 2;
if (_violenced > 0)
global.flag[50 last_encounter_end] = 1;
}
event_user(11);
}
} (); |
457 |
scr_mnendturn_ch1scr_mnendturn_ch1function scr_mnendturn_ch1()
{
if (global.char[0] == 2)
sus = 0;
if (global.char[1] == 2)
sus = 1;
if (global.char[2] == 2)
sus = 2;
techwon = 0;
if ( scr_monsterpop_ch1() == 0)
techwon = 1;
if (techwon == 0)
{
scr_battlecursor_memory_reset_ch1();
global.mnfight = 0;
global.myfight = 0;
global.bmenuno = 0;
global.charturn = 0;
skip = 0;
for (i = 0; i < 3; i += 1)
{
with (global.charinstance[i])
tu = 0;
hptarget = global.char[i];
if (global.char[i] != 0 && global.hp[hptarget] <= 0)
{
healamt = ceil(global.maxhp[hptarget] / 8);
dmgwr = instance_create_ch1(global.charinstance[i].x, (global.charinstance[i].y + global.charinstance[i].myheight) - 24, obj_dmgwriter_ch1);
with (dmgwr)
{
delay = 1;
type = 3;
}
dmgwr.damage = scr_heal_ch1(i, healamt);
if (global.hp[hptarget] >= 1)
{
with (dmgwr)
specialmessage = 4;
}
}
}
if (global.charmove[0] == 0 || global.charauto[global.char[0]] == 1)
global.charturn = 1;
if (global.charturn == 1)
{
if (global.charmove[1] == 0 || global.charauto[global.char[1]] == 1)
global.charturn = 2;
}
if (global.charturn == 2)
{
if (global.charmove[2] == 0 || global.charauto[global.char[2]] == 1)
skip = 1;
}
for (i = 0; i < 3; i += 1)
{
global.acting[i] = 0;
global.temptension[i] = global.tension;
global.charspecial[i] = 0;
global.targeted[i] = 0;
global.charaction[i] = 0;
global.faceaction[i] = 0;
}
with (obj_monsterparent_ch1)
{
attacked = 0;
talked = 0;
acting = 0;
}
if (skip == 1)
{
if (global.char[0] == 2 && global.charauto[2] == 1)
{
global.acting[0] = 1;
global.myfight = 3;
}
scr_endturn_ch1();
}
for (i = 0; i < 12; i += 1)
{
for (j = 0; j < 3; j += 1)
tempitem[i][j] = global.item[i];
}
}
else
{
scr_wincombat_ch1();
}
} (); |
458 |
} |
459 |
} |
460 |
if (global.mnfight == 2 && attacked == 0) |
461 |
{ |
462 |
if (attackcon != 1) |
463 |
rtimer = 8; |
464 |
rtimer += 1; |
465 |
if (rtimer >= 8) |
466 |
{ |
467 |
rr = choose(0); |
468 |
if (rr == 0) |
469 |
{ |
470 |
dc = instance_create_ch1(x, y, obj_dbulletcontroller_ch1); |
471 |
dc.type = 14; |
472 |
dc.target = mytarget; |
473 |
dc.damage = global.monsterat[myself] * 5; |
474 |
} |
475 |
turns += 1; |
476 |
global.turntimer = 150; |
477 |
if (attackcon == 1) |
478 |
battlecancel = 2; |
479 |
if (attackcon != 1) |
480 |
{ |
481 |
global.turntimer = -100; |
482 |
with (dc) |
483 |
instance_destroy(); |
484 |
} |
485 |
attackcon = 2; |
486 |
attacked = 1; |
487 |
global.typer = 6; |
488 |
global.fc = 0; |
489 |
global.battlemsg[0] = ; |
490 |
global.writerimg[0] = scr_84_get_sprite_ch1("spr_btfight"); |
491 |
global.writerimg[1] = scr_84_get_sprite_ch1("spr_btdefend"); |
492 |
global.writerimg[2] = scr_84_get_sprite_ch1("spr_bttech"); |
493 |
global.writerimg[3] = scr_84_get_sprite_ch1("spr_btact"); |
494 |
global.writerimg[4] = scr_84_get_sprite_ch1("spr_btspare"); |
495 |
global.writerimg[5] = scr_84_get_sprite_ch1("spr_btitem"); |
496 |
global.fc = 0; |
497 |
if (plot == 1) |
498 |
global.battlemsg[0] = * Let's try FIGHTing! (\I0 ) ; |
499 |
if (plot == 2) |
500 |
global.battlemsg[0] = * Let's try DEFENDing! (\I1 ) ; |
501 |
if (plot == 3) |
502 |
global.battlemsg[0] = * Let's try SPELLs! (\I2 ) ; |
503 |
if (plot == 4) |
504 |
global.battlemsg[0] = ; |
505 |
if (plot == 5) |
506 |
global.battlemsg[0] = ; |
507 |
spare_used = 0; |
508 |
ral_wrongcommand = 0; |
509 |
} |
510 |
else |
511 |
{ |
512 |
global.turntimer = 150; |
513 |
} |
514 |
} |
515 |
if (global.mnfight == 2) |
516 |
{ |
517 |
if (global.turntimer <= 1) |
518 |
{ |
519 |
if (battlecancel == 2) |
520 |
{ |
521 |
with (obj_battlecontroller_ch1) |
522 |
noreturn = 1; |
523 |
con = 1; |
524 |
battlecancel = 3; |
525 |
} |
526 |
} |
527 |
} |
528 |
} |
529 |
if (con == 1) |
530 |
{ |
531 |
con = 2; |
532 |
alarm[5] = 2; |
533 |
} |
534 |
if (con == 3) |
535 |
{ |
536 |
global.typer = 45; |
537 |
global.fc = 2; |
538 |
global.fe = 0; |
539 |
global.writerimg[0] = scr_84_get_sprite_ch1("spr_btfight"); |
540 |
global.msg[0] = * Great job,Delay 11 Kris!Delay 11 * You're a natural!Wait for input ; |
541 |
if (kris_inithp > global.hp[1]) |
542 |
{ |
543 |
global.fe = 6; |
544 |
global.msg[0] = \E6* Ouch,Delay 11 it's OK,Delay 11 Kris!Delay 11 You're still learning!Wait for input ; |
545 |
} |
546 |
global.msg[1] = \E8* Anyhow,Delay 11 after the enemy attacks,Delay 11 it's our turn,Delay 11 Kris!Wait for input ; |
547 |
global.msg[2] = \E0* First,Delay 11 I'll teach you how to \cYFIGHT\cW (\I0 ).Wait for input ; |
548 |
global.msg[3] = \E1* Though \cYFIGHTing\cW is unnecessary in this world...Wait for input ; |
549 |
global.msg[4] = \E8* There's no harm in a thorough lesson!Wait for inputClose Message ; |
550 |
global.battlemsg[0] = * Let's try FIGHTing! (\I0 ) ; |
551 |
scr_battletext_ch1scr_battletext_ch1function scr_battletext_ch1()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
if (global.fc == 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (); |
552 |
con = 6; |
553 |
} |
554 |
if (con == 6 && !instance_exists(obj_writer_ch1)) |
555 |
{ |
556 |
with (obj_battlecontroller_ch1) |
557 |
{ |
558 |
noreturn = 0; |
559 |
alarm[2] |
560 |
} |
561 |
battlecancel = 0; |
562 |
if (plot == 0) |
563 |
plot = 1; |
564 |
con = 7; |
565 |
} |
566 |
if (global.myfight == 3) |
567 |
{ |
568 |
xx = __view_get(e__VW.XView, 0); |
569 |
yy = __view_get(e__VW.YView, 0); |
570 |
if (acting == 1 && actcon == 0) |
571 |
{ |
572 |
actcon = 1; |
573 |
global.msg[0] = * DUMMY - AT 0 DF 0 * Cotton heart and button eye * Looks just like a fluffy guy.Wait for inputClose Message ; |
574 |
if (checked == 0) |
575 |
{ |
576 |
global.msg[0] = * DUMMY - AT 0 DF 0 * Cotton heart and button eye * Looks just like a fluffy guy.Wait for input ; |
577 |
scr_ralface_ch1(1, 6); |
578 |
global.msg[2] = * Er,Delay 11 sorry,Delay 11 it kind of looks like me...Wait for input ; |
579 |
global.msg[3] = \E1* I've been alone,Delay 11 so I didn't have anyone to model it after...Wait for input ; |
580 |
global.msg[4] = \E6* Kris,Delay 11 since it's me,Delay 11 please be kind to it,Delay 11 OK?Wait for inputClose Message ; |
581 |
} |
582 |
checked += 1; |
583 |
scr_battletext_default_ch1(); |
584 |
} |
585 |
if (acting == 2 && actcon == 0) |
586 |
{ |
587 |
actcon = 10; |
588 |
with (obj_herokris_ch1) |
589 |
{ |
590 |
global.faceaction[myself] = 0; |
591 |
state = 0; |
592 |
acttimer = 0; |
593 |
} |
594 |
global.msg[0] = * You hug the DUMMY.Wait for inputClose Message ; |
595 |
scr_battletext_default_ch1(); |
596 |
} |
597 |
if (actcon == 1 && !instance_exists(obj_writer_ch1)) |
598 |
{ |
599 |
global.acting[0] = 0; |
600 |
global.acting[1] = 0; |
601 |
global.acting[2] = 0; |
602 |
actcon = 0; |
603 |
acting = -1; |
604 |
scr_attackphase_ch1scr_attackphase_ch1function scr_attackphase_ch1()
{
with (obj_battlecontroller_ch1)
{
techwon = 0;
if ( scr_monsterpop_ch1() == 0)
techwon = 1;
if (techwon == 0)
{
fightphase = 1;
global.charturn = 3;
if (global.charaction[0] == 4 || global.charaction[0] == 2)
fightphase = 0;
if (global.charaction[1] == 4 || global.charaction[1] == 2)
fightphase = 0;
if (global.charaction[2] == 4 || global.charaction[2] == 2)
fightphase = 0;
if (global.myfight == 4)
fightphase = 1;
if (fightphase == 1)
{
global.myfight = 1;
instance_create_ch1(xx + 2, yy + 365, obj_attackpress_ch1);
}
else
{
global.myfight = 4;
instance_create_ch1(0, 0, obj_spellphase_ch1);
}
}
else
{
scr_wincombat_ch1();
}
}
} (); |
605 |
} |
606 |
if (actcon == 10) |
607 |
{ |
608 |
with (global.charinstance[0]) |
609 |
visible = 0; |
610 |
k = scr_dark_marker_ch1scr_dark_marker_ch1function scr_dark_marker_ch1(arg0, arg1, arg2)
{
thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
image_xscale = 2;
image_yscale = 2;
}
return thismarker;
} (global.charinstance[0].x, global.charinstance[0].y, spr_kris_hug_ch1); |
611 |
with (k) |
612 |
scr_move_to_point_over_time_ch1(global.monsterx[0] - 42, global.monstery[0] - 30, 15); |
613 |
actcon = 11; |
614 |
alarm[4] = 25; |
615 |
} |
616 |
if (actcon == 12) |
617 |
{ |
618 |
with (k) |
619 |
image_speed = 0.25; |
620 |
actcon = 13; |
621 |
alarm[4] = 12; |
622 |
} |
623 |
if (actcon == 14) |
624 |
{ |
625 |
with (k) |
626 |
image_speed = 0; |
627 |
actcon = 15; |
628 |
} |
629 |
if (actcon == 15 && !instance_exists(obj_writer_ch1)) |
630 |
{ |
631 |
global.flag[205 tutorial_end] = 1; |
632 |
global.typer = 45; |
633 |
global.fc = 2; |
634 |
global.fe = 0; |
635 |
global.msg[0] = * How caring,Delay 11 Kris!Wait for inputClose Message ; |
636 |
if (plot == 5) |
637 |
{ |
638 |
global.msg[0] = * That's great,Delay 11 Kris!Delay 11 * Just one hug is enough,Delay 11 though!Wait for inputClose Message ; |
639 |
if (hugtime >= 1) |
640 |
global.msg[0] = \E8* Kris,Delay 11 you don't need to hug it anymore.Wait for inputClose Message ; |
641 |
hugtime += 1; |
642 |
} |
643 |
if (plot == 1) |
644 |
{ |
645 |
global.fe = 3; |
646 |
global.msg[0] = * Huh...?Delay 11 Kris,Delay 11 you'd rather hug it out than fight?Wait for input ; |
647 |
global.msg[1] = ; |
648 |
global.msg[2] = \E8* You know what,Delay 11 that's fine!Delay 11 We don't need to fight!Wait for input ; |
649 |
global.msg[3] = * OK, next let's try DEFENDING. (\I1 )Wait for input ; |
650 |
global.msg[4] = * Simply (\I1 ),Delay 11 and the enemy's attack will hurt you less...Wait for input ; |
651 |
global.msg[5] = * Not only that,Delay 11 but you'll also gather \cYTP\cW!Wait for input ; |
652 |
global.msg[6] = * (Watch the orange big bar on the left!Delay 11 I'll explain it next!Wait for inputClose Message ; |
653 |
plot = 2; |
654 |
if (defendtime >= 1) |
655 |
{ |
656 |
global.msg[3] = * Kris,Delay 11 if you didn't notice,Delay 11 when you DEFENDED before -Wait for input ; |
657 |
global.msg[4] = * The big orange TP bar on the left filled up a bit!Wait for input ; |
658 |
global.msg[5] = * How about spending that TP on one of my \cYSPELLs\cW?Wait for input ; |
659 |
global.msg[6] = * Because you hit the enemy enough,Delay 11 it got \cBTIRED\cW.Wait for input ; |
660 |
global.msg[7] = * Now,Delay 11 if I use my \cYPACIFY\cW spell on it...Wait for input ; |
661 |
global.msg[8] = * It'll fall asleep,Delay 11 and we'll win peacefully!Wait for inputClose Message ; |
662 |
plot = 3; |
663 |
} |
664 |
} |
665 |
if (plot == 4) |
666 |
{ |
667 |
global.fe = 8; |
668 |
global.msg[0] = * Aww,Delay 11 that's great,Delay 11 Kris!Wait for input ; |
669 |
global.msg[1] = \E0* Each enemy has different ACTs that satisfy them.Wait for input ; |
670 |
global.msg[2] = * When an enemy is satisfied,Delay 11 its name turns \cYYELLOW\cW.Wait for input ; |
671 |
global.msg[3] = * When that happens,Delay 11 you can defeat it by SPARING (\I4 ) it!Wait for input ; |
672 |
global.msg[4] = * If we \cYSPARE\cW all the enemies we meet,Delay 11 we'll never have to \cYFIGHT\cW!Wait for inputClose Message ; |
673 |
plot = 5; |
674 |
} |
675 |
scr_battletext_ch1scr_battletext_ch1function scr_battletext_ch1()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
if (global.fc == 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (); |
676 |
actcon = 16; |
677 |
} |
678 |
if (actcon == 16 && !instance_exists(obj_writer_ch1)) |
679 |
{ |
680 |
with (myface) |
681 |
instance_destroy(); |
682 |
with (k) |
683 |
image_speed = -0.25; |
684 |
actcon = 17; |
685 |
alarm[4] = 12; |
686 |
} |
687 |
if (actcon == 18) |
688 |
{ |
689 |
with (k) |
690 |
image_speed = 0; |
691 |
with (k) |
692 |
scr_move_to_point_over_time_ch1(global.charinstance[0].x, global.charinstance[0].y, 15); |
693 |
actcon = 19; |
694 |
alarm[4] = 25; |
695 |
} |
696 |
if (actcon == 20) |
697 |
{ |
698 |
with (k) |
699 |
instance_destroy(); |
700 |
global.mercymod[0] = 100; |
701 |
global.mercymod[1] = 100; |
702 |
global.charinstance[0].visible = 1; |
703 |
actcon = 1; |
704 |
} |
705 |
if (acting == 3 && actcon == 0) |
706 |
{ |
707 |
makekris = 0; |
708 |
with (obj_herokris_ch1) |
709 |
{ |
710 |
global.faceaction[myself] = 0; |
711 |
state = 0; |
712 |
acttimer = 0; |
713 |
} |
714 |
with (obj_heroralsei_ch1) |
715 |
{ |
716 |
global.faceaction[myself] = 0; |
717 |
state = 0; |
718 |
acttimer = 0; |
719 |
} |
720 |
actcon = 30; |
721 |
global.msg[0] = * You hug RALSEI.Wait for inputClose Message ; |
722 |
scr_battletext_default_ch1(); |
723 |
} |
724 |
if (actcon == 30) |
725 |
{ |
726 |
makekris = 1; |
727 |
maker = 0; |
728 |
with (global.charinstance[0]) |
729 |
visible = 0; |
730 |
k = scr_dark_marker_ch1scr_dark_marker_ch1function scr_dark_marker_ch1(arg0, arg1, arg2)
{
thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
image_xscale = 2;
image_yscale = 2;
}
return thismarker;
} (global.charinstance[0].x, global.charinstance[0].y, spr_kris_hug_ch1); |
731 |
with (k) |
732 |
scr_move_to_point_over_time_ch1(obj_heroralsei_ch1.x - 24, obj_heroralsei_ch1.y + 10, 15); |
733 |
actcon = 31; |
734 |
alarm[4] = 25; |
735 |
} |
736 |
if (actcon == 32) |
737 |
{ |
738 |
maker = 1; |
739 |
with (obj_heroralsei_ch1) |
740 |
visible = 0; |
741 |
rb = scr_dark_marker_ch1scr_dark_marker_ch1function scr_dark_marker_ch1(arg0, arg1, arg2)
{
thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1);
with (thismarker)
{
sprite_index = arg2;
image_speed = 0;
image_xscale = 2;
image_yscale = 2;
}
return thismarker;
} (obj_heroralsei_ch1.x, obj_heroralsei_ch1.y, spr_ralseil_blush_ch1); |
742 |
with (k) |
743 |
image_speed = 0.25; |
744 |
actcon = 33; |
745 |
alarm[4] = 12; |
746 |
} |
747 |
if (actcon == 34) |
748 |
{ |
749 |
with (k) |
750 |
image_speed = 0; |
751 |
actcon = 35; |
752 |
} |
753 |
if (actcon == 35 && !instance_exists(obj_writer_ch1)) |
754 |
{ |
755 |
global.typer = 45; |
756 |
global.fc = 2; |
757 |
global.fe = 2; |
758 |
global.msg[0] = * K...Delay 11 Kris!?Wait for inputClose Message ; |
759 |
if (r_hugtime == 0) |
760 |
{ |
761 |
global.msg[0] = * K...Delay 11 Kris!?Wait for input ; |
762 |
global.msg[1] = \E8* Ummm,Delay 11 I don't think,Delay 11 um...Wait for input ; |
763 |
global.msg[2] = * This is what you're supposed to be doing.Wait for input ; |
764 |
global.msg[3] = \E2* ... but...Wait for inputClose Message ; |
765 |
} |
766 |
if (r_hugtime == 1) |
767 |
{ |
768 |
global.msg[0] = ; |
769 |
global.msg[1] = \E2* Are you trying,Delay 11 to,Delay 11 um...Wait for input ; |
770 |
global.msg[2] = \E6* Ask me to give you a tutorial on hugging...?Wait for inputClose Message ; |
771 |
} |
772 |
if (r_hugtime == 2) |
773 |
{ |
774 |
global.msg[0] = * Ummm,Delay 11 I've never hugged anyone before...Wait for input ; |
775 |
global.msg[1] = \E1* (Besides the dummy,Delay 11 to test it out,)Wait for input ; |
776 |
global.msg[2] = \E2* So I don't know anything about it,Delay 11 sorry...Wait for input ; |
777 |
global.msg[3] = \E7* I suppose you're the one teaching me,Delay 11 haha!Wait for inputClose Message ; |
778 |
} |
779 |
if (r_hugtime >= 3) |
780 |
global.msg[0] = \E2* ...Wait for inputClose Message ; |
781 |
r_hugtime += 1; |
782 |
scr_battletext_ch1scr_battletext_ch1function scr_battletext_ch1()
{
xx = __view_get(e__VW.XView, 0);
yy = __view_get(e__VW.YView, 0);
if (global.fc != 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
if (global.fc == 0)
battlewriter = instance_create_ch1(xx + 30, yy + 376, obj_writer_ch1);
myface = instance_create_ch1(xx + 26, yy + 380, obj_face_ch1);
with (battlewriter)
{
dialoguer = 1;
facer = 1;
if (global.fc == 0 && originalcharline == 33)
charline = 26;
}
return battlewriter;
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (); |
783 |
actcon = 36; |
784 |
} |
785 |
if (actcon == 36 && !instance_exists(obj_writer_ch1)) |
786 |
{ |
787 |
with (myface) |
788 |
instance_destroy(); |
789 |
with (k) |
790 |
image_speed = -0.25; |
791 |
actcon = 37; |
792 |
alarm[4] = 12; |
793 |
} |
794 |
if (actcon == 38) |
795 |
{ |
796 |
with (k) |
797 |
image_speed = 0; |
798 |
with (k) |
799 |
scr_move_to_point_over_time_ch1(global.charinstance[0].x, global.charinstance[0].y, 15); |
800 |
actcon = 39; |
801 |
alarm[4] = 25; |
802 |
} |
803 |
if (actcon == 40) |
804 |
{ |
805 |
makekris = 0; |
806 |
maker = 0; |
807 |
with (rb) |
808 |
instance_destroy(); |
809 |
with (obj_heroralsei_ch1) |
810 |
visible = 1; |
811 |
with (k) |
812 |
instance_destroy(); |
813 |
global.charinstance[0].visible = 1; |
814 |
actcon = 1; |
815 |
} |
816 |
if (actcon >= 30 && actcon < 40) |
817 |
{ |
818 |
if (makekris == 1) |
819 |
{ |
820 |
with (k) |
821 |
scr_depth_ch1(); |
822 |
with (k) |
823 |
depth -= 100000; |
824 |
} |
825 |
if (maker == 1) |
826 |
{ |
827 |
with (rb) |
828 |
scr_depth_ch1(); |
829 |
with (rb) |
830 |
depth -= 100000; |
831 |
} |
832 |
} |
833 |
} |
834 |
if (instance_exists(obj_battlecontroller_ch1) == false) |
835 |
instance_destroy(); |
836 |
|
837 |
enum e__VW |
838 |
{ |
839 |
XView, |
840 |
YView, |
841 |
WView, |
842 |
HView, |
843 |
Angle, |
844 |
HBorder, |
845 |
VBorder, |
846 |
HSpeed, |
847 |
VSpeed, |
848 |
Object, |
849 |
Visible, |
850 |
XPort, |
851 |
YPort, |
852 |
WPort, |
853 |
HPort, |
854 |
Camera, |
855 |
SurfaceID |
856 |
} |