1 |
idletimer = 0; |
2 |
idlefacer = 0; |
3 |
talkfacer = 0; |
4 |
talkbuffer = 0; |
5 |
menu = 0; |
6 |
submenu = 0; |
7 |
global.typer = 6; |
8 |
draw_set_color(c_white); |
9 |
scr_84_set_draw_font_ch1("mainbig"); |
10 |
talktimer = 0; |
11 |
cur_jewel = 0; |
12 |
shopcharx = 0; |
13 |
siner = 0; |
14 |
for (i = 0; i < 20; i += 1) |
15 |
{ |
16 |
menuc[i] = 0; |
17 |
submenuc[i] = 0; |
18 |
} |
19 |
onebuffer = 0; |
20 |
twobuffer = 0; |
21 |
upbuffer = 0; |
22 |
downbuffer = 0; |
23 |
hold_up = 0; |
24 |
hold_down = 0; |
25 |
_up_pressed = 0; |
26 |
_down_pressed = 0; |
27 |
murder = 0; |
28 |
moff = 415; |
29 |
global.currentsong[0] = snd_init_ch1("hip_shop.ogg"); |
30 |
global.currentsong[1] = mus_loop_ext_ch1(global.currentsong[0], 1, 1); |
31 |
menu = 0; |
32 |
menuc[0] = 0; |
33 |
menuc[1] = 0; |
34 |
menuc[2] = 0; |
35 |
menuc[3] = 0; |
36 |
menuc[4] = 0; |
37 |
item0pic = spr_heart_ch1; |
38 |
item1pic = spr_heart_ch1; |
39 |
item2pic = spr_heart_ch1; |
40 |
item3pic = spr_heart_ch1; |
41 |
itemtotal = 4; |
42 |
item[0] = 15; |
43 |
item[1] = 6; |
44 |
item[2] = 10; |
45 |
item[3] = 1; |
46 |
item[4] = 0; |
47 |
item[5] = 0; |
48 |
item[6] = 0; |
49 |
itemtype[0] = "item"; |
50 |
itemtype[1] = "weapon"; |
51 |
itemtype[2] = "weapon"; |
52 |
itemtype[3] = "armor"; |
53 |
itemtype[4] = "item"; |
54 |
itemtype[5] = "item"; |
55 |
itemtype[6] = "item"; |
56 |
shopdesc[0] = ITEM#Fragrant#sauce#heals 50HP ; |
57 |
shopdesc[1] = ; |
58 |
shopdesc[2] = WEAPON#Homemade#Healing up ; |
59 |
shopdesc[3] = ; |
60 |
for (i = 0; i < itemtotal; i += 1) |
61 |
{ |
62 |
itematk[i] = 0; |
63 |
itemdef[i] = 0; |
64 |
itemmagic[i] = 0; |
65 |
canequip[i][1] = 0; |
66 |
canequip[i][2] = 0; |
67 |
canequip[i][3] = 0; |
68 |
if (itemtype[i] == "item") |
69 |
{ |
70 |
scr_iteminfo_ch1scr_iteminfo_ch1function scr_iteminfo_ch1(arg0)
{
usable = 0;
value = 0;
itemtarget = 0;
itemnameb = " ";
itemdescb = " ";
switch (arg0)
{
case 0:
itemnameb = " ";
itemdescb = "---";
break;
case 1:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 25;
usable = 1;
break;
case 2:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 400;
usable = 1;
break;
case 3:
itemnameb = ;
itemdescb = ;
itemtarget = 0;
value = 200;
usable = 0;
break;
case 4:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 1;
usable = 0;
break;
case 5:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 5;
usable = 1;
break;
case 6:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 150;
usable = 1;
break;
case 7:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 5;
usable = 1;
break;
case 8:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 70;
usable = 1;
break;
case 9:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 10;
usable = 1;
break;
case 10:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 10;
usable = 1;
break;
case 11:
itemnameb = ;
itemdescb = ;
itemtarget = 2;
value = 70;
usable = 1;
break;
case 12:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
value = 40;
usable = 1;
break;
case 13:
itemnameb = ;
itemdescb = ;
itemtarget = 1;
... (item[i]); |
71 |
shopitemname[i] = itemnameb; |
72 |
buyvalue[i] = value; |
73 |
} |
74 |
if (itemtype[i] == "armor") |
75 |
{ |
76 |
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;
... (item[i]); |
77 |
shopitemname[i] = armornametemp; |
78 |
buyvalue[i] = value; |
79 |
itemdef[i] = armordftemp; |
80 |
canequip[i][1] = armorchar1temp; |
81 |
canequip[i][2] = armorchar2temp; |
82 |
canequip[i][3] = armorchar3temp; |
83 |
} |
84 |
if (itemtype[i] == "weapon") |
85 |
{ |
86 |
scr_weaponinfo_ch1scr_weaponinfo_ch1function scr_weaponinfo_ch1(arg0)
{
switch (arg0)
{
case 0:
weaponnametemp = " ";
weapondesctemp = " ";
wmessage2temp = " ";
wmessage3temp = " ";
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 0;
weaponstyletemp = " ";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponabilitytemp = " ";
weaponabilityicontemp = 0;
weaponicontemp = 0;
value = 0;
break;
case 1:
weaponnametemp = ;
weapondesctemp = A wooden practice blade with a carbon-#reinforced core. ;
wmessage2temp = What's this!? A CHOPSTICK? ;
if (global.plot < 30)
wmessage2tempt = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 1;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponicontemp = 1;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 60;
break;
case 2:
weaponnametemp = ;
weapondesctemp = Beginner's ax forged from the#mane of a dragon whelp. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 0;
weaponicontemp = 2;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 80;
break;
case 3:
weaponnametemp = ;
weapondesctemp = A basic scarf made of lightly#magical fiber. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 0;
weapondftemp = 0;
weaponmagtemp = 0;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 0;
weaponchar2temp = 0;
weaponchar3temp = 1;
weaponicontemp = 3;
weaponabilityicontemp = 0;
weaponabilitytemp = " ";
value = 100;
break;
case 4:
weaponnametemp = ;
weapondesctemp = It felt right for everyone. ;
wmessage2temp = ;
wmessage3temp = ;
weaponattemp = 12;
weapondftemp = 6;
weaponmagtemp = 8;
weaponboltstemp = 1;
weaponstyletemp = "?";
weapongrazeamttemp = 0;
weapongrazesizetemp = 0;
weaponchar1temp = 1;
weaponchar2temp = 1;
weaponchar3temp = 1;
... (item[i]); |
87 |
itematk[i] = weaponattemp; |
88 |
itemmagic[i] = weaponmagtemp; |
89 |
shopitemname[i] = weaponnametemp; |
90 |
canequip[i][1] = weaponchar1temp; |
91 |
canequip[i][2] = weaponchar2temp; |
92 |
canequip[i][3] = weaponchar3temp; |
93 |
buyvalue[i] = value; |
94 |
} |
95 |
} |
96 |
sell = 0; |
97 |
bought = 0; |
98 |
mainmessage = 0; |
99 |
minimenuy = 220; |
100 |
global.typer = 23; |
101 |
scr_84_set_draw_font_ch1("mainbig"); |
102 |
sidemessage = 0; |
103 |
selling = 0; |
104 |
global.msc = 0; |
105 |
glow = 0; |
106 |
shx = 130; |
107 |
soldo = 0; |
108 |
global.faceemotion = 0; |
109 |
an = 0; |
110 |
global.fe = 0; |
111 |
siner = 0; |
112 |
friendly = 0; |
113 |
if (global.plot >= 175) |
114 |
friendly = 1; |
115 |
worm_max = 4; |
116 |
for (i = 0; i < worm_max; i += 1) |
117 |
{ |
118 |
worm_siner[i] = random(999); |
119 |
worm_image[i] = floor(random(4)); |
120 |
worm_y[i] = -4 + random(8); |
121 |
} |