function scr_get_cliff_items() { var boss_list = []; for (var i = 0; i < (global.chapter - 1); i++) { var chapter = i + 1; var boss_result = scr_get_ura_value(chapter, global.filechoice); if (boss_result > 0) { var boss_data = []; if (boss_result == 3) { if (chapter == 2) { if (boss_result == 3) boss_result = 2; } else { boss_result = 1; } } if (chapter == 3) { if (boss_result == 2) continue; } boss_data[0] = chapter; boss_data[1] = boss_result; boss_list[array_length(boss_list)] = boss_data; } } var pending_items = []; for (var i = 0; i < array_length(boss_list); i++) { var boss_data = boss_list[i]; var boss_chapter = boss_data[0]; var boss_result = boss_data[1]; var boss_item_data = scr_get_boss_item_id(boss_chapter, boss_result); var item_type = boss_item_data[0]; var item_id = boss_item_data[1]; var have_item = scr_has_boss_item("weapon", item_id) || scr_has_boss_item("armor", item_id); if (!have_item) pending_items[array_length(pending_items)] = boss_item_data; } return pending_items; } function scr_has_boss_item(arg0, arg1) { var has_item = false; if (arg0 == "weapon") has_item = scr_weaponcheck_equipped_any(arg1) || scr_weaponcheck_inventory(arg1); else if (arg0 == "armor") has_item = scr_armorcheck_equipped_any(arg1) || scr_armorcheck_inventory(arg1); return has_item; } function scr_get_boss_item_id(arg0, arg1) { var _chapter = arg0; var _item_type = (arg1 == 1) ? "weapon" : "armor"; var _item_id = -1; switch (_chapter) { case 2: _item_id = 21; break; case 3: _item_id = 26; break; default: _item_id = 7; break; } var item_data = []; item_data[0] = _item_type; item_data[1] = _item_id; item_data[2] = _chapter; return item_data; } function scr_get_shadow_crystal_flag(arg0) { var _chapter = arg0; var _flag = -1; switch (_chapter) { case 1: _flag = 1646; break; case 2: _flag = 1647; break; case 3: _flag = 1648; break; case 4: _flag = 1649; break; default: break; } return _flag; } function scr_get_shadow_crystal(arg0) { var _chapter = arg0; var _flag = scr_get_shadow_crystal_flag(_chapter); if (scr_flag_get(_flag) == 0) scr_flag_set(_flag, 1); } function scr_get_total_shadow_crystal_amount() { var _amount = 0; for (var i = 0; i < global.chapter; i++) { var _chapter = i + 1; var _flag = scr_get_shadow_crystal_flag(_chapter); _amount += scr_flag_get(_flag); } return _amount; }