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- define SCR_NEWLINE
- myx = writingx
- myy = (myy + vspacing)
- lineno = (lineno + 1)
- define SCR_TEXTSETUP
- myfont=argument0 // variable font
- mycolor=argument1 // variable color
- writingx = argument2 //top left x coord
- writingy = argument3 //top left y coord
- writingxend = argument4 //right boundingbox
- shake=argument5 //amount of text shaking
- textspeed=argument6 //rate of text parse
- txtsound=argument7 //what default sound
- spacing=argument8 //text spacing
- vspacing=argument9 //vertical spacing yep, old default was 25
- define SCR_TEXT
- switch(true)
- {
- case argument0=0:
- break;
- case argument0=1:
- global.msg[0]="\XLa, la.^3 &Time to wake&up and\R smell\X &the^4 pain./";
- global.msg[1]="* Though^2.^4.^6.^8.&It's still a&little shaky./";
- global.msg[2]="fhuehfuehfuehfuheufhe/%";
- global.msg[3]="%%%";
- break;
- case argument0=2:
- global.msg[0]="* TestMonster and its cohorts&draw near!";
- global.msg[1]="%%%";
- break;
- case argument0=3: //monster names
- global.msg[0] = " "
- if global.monster[0] = 1 then
- {
- global.msg[0]=" * " + global.monstername[0];
- if global.monstertype[0] = global.monstertype[1] or global.monstertype[0] = global.monstertype[2] then global.msg[0]+=" A"
- }
- global.msg[0]+=" &"
- if global.monster[1] = 1 then
- {
- global.msg[0]+=" * " + global.monstername[1];
- if global.monstertype[1] = global.monstertype[0] then global.msg[0]+=" B"
- }
- global.msg[0]+=" &"
- if global.monster[2] = 1 then
- {
- global.msg[0]+=" * " + global.monstername[2];
- if global.monstertype[2] = global.monstertype[1] then global.msg[0]+=" C"
- }
- global.msg[1]="%%%";
- break;
- case argument0=7:
- global.msg[0]=" * Spare"
- if global.mercy=0 then global.msg[0]+="& * Flee"
- break;
- case argument0=9: //itemnames for first menu
- global.msg[0] = " * " + global.itemnameb[0] + " "
- if global.item[1]!=0 then global.msg[0]+= "* " + global.itemnameb[1]
- global.msg[0]+=" &"
- if global.item[2]!=0 then global.msg[0]+= " * " + global.itemnameb[2] +" "
- if global.item[3]!=0 then global.msg[0]+= "* " + global.itemnameb[3]
- global.msg[0]+=" & PAGE 1"
- global.msg[1]="%%%"
- break;
- case argument0=10: //itemnames for second menu
- global.msg[0] = " * " + global.itemnameb[4] + " "
- if global.item[5]!=0 then global.msg[0]+= "* " + global.itemnameb[5]
- global.msg[0]+=" &"
- if global.item[6]!=0 then global.msg[0]+= " * " + global.itemnameb[6] +" "
- if global.item[7]!=0 then global.msg[0]+= "* " + global.itemnameb[7]
- global.msg[0]+=" & PAGE 2"
- global.msg[1]="%%%"
- break;
- case argument0=11: //recovery item add
- global.msg[0] += " &"
- if global.item[8] < 9990 then
- {
- global.msg[0] += "* You recovered " + string(global.item[8]) + " HP!/%"
- }
- else global.msg[0] += "* Your HP was maxed out./%"
- break;
- case argument0=12: //throwing away an item
- i=round(random(14))
- if i=0 then global.msg[0]="* You bid a quiet farewell& to the " + global.itemname[global.menucoord[1]] + "."
- if i=1 then global.msg[0]="* You put the " + global.itemname[global.menucoord[1]] + "& on the ground and gave it a& little pat."
- // if i=2 then global.msg[0]="* Nothing but somber goodbyes& for the " + global.itemname[global.menucoord[1]] + "."
- if i=2 then global.msg[0]="* You threw the " + global.itemname[global.menucoord[1]] + "& on the ground like the piece& of trash it is."
- if i=3 then global.msg[0]="* You abandoned the & " + global.itemname[global.menucoord[1]] + "."
- if i>3 then global.msg[0]="* The " + global.itemname[global.menucoord[1]] + " was& thrown away."
- global.msg[0]+="/%"
- break;
- case argument0=14: //RUNNING AWAY
- i=round(random(20))
- if i=0 or i=1 then global.msg[0]=" * I'm outta here."
- if i=2 then global.msg[0]=" * I've got better to do."
- if i>3 then global.msg[0]=" * Escaped..."
- if i=3 then global.msg[0]=" * Don't slow me down."
- break;
- case argument0=15: //save pt
- if room=room_ruins1 then global.msg[0]="* (The shadow of the ruins& looms above^1, filling you with& determination.)/%%"
- if room=room_ruins7 then global.msg[0]="* (Playfully crinkling through& the leaves fills you with& determination.)/%%"
- if room=room_ruins12A then { global.msg[0]="* (Knowing the mouse might one& day leave its hole and& get the cheese...)/"; global.msg[1]="* (It fills you with& determination.)/%%"; }
- if room=room_ruins19 then global.msg[0]="* (Seeing such a cute^1, tidy& house in the RUINS gives& you determination.)/%%"
- if global.flag[202]>=monsterpopulation1 then global.msg[0]="* Determination./%%"
- break;
- case argument0=16: //putting away an item
- i=round(random(14))
- script_execute(scr_itemname)
- if i<=12 then global.msg[0]="* The " + global.itemname[global.menucoord[6]] + " was& put away."
- if i>12 then global.msg[0]="* The " + global.itemname[global.menucoord[6]] + " was& tossed inside recklessly."
- if i>13 then global.msg[0]="* The " + global.itemname[global.menucoord[6]] + " was& placed thoughtfully inside."
- global.msg[0]+="/%"
- break;
- case argument0=17: //getting an item
- i=round(random(14))
- script_execute(scr_storagename,300)
- if i<=12 then global.msg[0]="* The " + global.itemname[global.menucoord[7]] + " was& taken out."
- if i>12 then global.msg[0]="* The " + global.itemname[global.menucoord[7]] + " was& grabbed impatiently."
- if i>13 then global.msg[0]="* The " + global.itemname[global.menucoord[7]] + " was& taken out and held like a& small puppy."
- global.msg[0]+="/%"
- break;
- case argument0=18: //can't carry any more
- global.msg[0]="* You can't carry any more./%%"
- break;
- case argument0=19: //can't carry any more
- global.msg[0]="* The box is full./%%"
- break;
- case argument0=30: //itembox1
- global.msg[0]="* Use the box?& & Yes No \C /"
- global.msg[1]=" "
- global.msg[2]=" "
- break;
- case argument0=31: //itembox2
- if global.choice=0 then
- {
- global.msg[0]="* What to do?& & Put in Take out\C /"
- global.msg[1]=" "
- global.msg[2]=" "
- }
- if global.choice=1 then global.msg[0]="%%"
- break;
- case argument0=32: //itembox2
- if global.choice=0 then
- {
- if instance_exists(obj_storagemenu)==false
- instance_create(0,0,obj_storagemenu)
- obj_storagemenu.j=1
- global.menucoord[6]=0
- global.msg[0]="%%"
- }
- if global.choice=1 then
- {
- if instance_exists(obj_storagemenu)==false
- instance_create(0,0,obj_storagemenu)
- obj_storagemenu.j=2
- global.menucoord[7]=0
- global.msg[0]="%%"
- }
- break;
- // main script
- case argument0=200: //flowey's first message
- global.msg[0]="\W* Howdy^2!&* I'm\Y FLOWEY\W.^2 &* \YFLOWEY\W the \YFLOWER\W!/"
- global.msg[1]="* Hmmm.../"
- global.msg[2]="* You're new to the& UNDERGROUND^2, aren'tcha?/"
- global.msg[3]="* Golly^1, you must be& so confused./"
- global.msg[4]="* Someone ought to teach& you how things work& around here!/"
- global.msg[5]="* I guess little old me& will have to do./"
- global.msg[6]="* Ready^2?&* Here we go!/%%"
- break;
- case argument0=201: //toriel says "this way"
- global.msg[0]="\E2* This way./%%"
- global.msg[1]="%%%"
- break;
- case argument=202: //toriel from here on
- global.msg[0]="\E2* Welcome to your new& home^1, innocent one./"
- global.msg[1]="* Allow me to educate you& in the operation of the& RUINS./%%"
- break;
- case argument=203:
- global.msg[0]="\E2* The RUINS are full of& puzzles./"
- global.msg[1]="* Ancient fusions between & diversions and doorkeys./"
- global.msg[2]="* One must solve them& to move from room to& room./"
- global.msg[3]="* Please adjust yourself to the sight of them./%"
- break;
- case argument=204:
- global.msg[0]="\E2* To make progress here,^1 & you will need to trigger& several switches./"
- global.msg[1]="* Do not worry,^1 I have & labelled the ones that& you need to flip./%"
- break;
- case argument=205:
- global.msg[0]="\E2* The first switch is over& on the wall./%"
- break;
- case argument=206:
- global.msg[0]="\E1* Do you need some help..^1?&* Press the switch on the wall./"
- global.msg[1]="\E0* Come on^1, you can do it!/%"
- break;
- case argument=207:
- global.msg[0]="\E2* Go on^1, press the switch& on the left./%"
- break;
- case argument=208:
- global.msg[0]="\E1* You do know which way& left is^1, do you not?/"
- global.msg[1]="\E0* Press the switch that I& labelled for you./%"
- break;
- case argument=209:
- global.msg[0]="\E1* You are very curious,^1 & are you not?/"
- global.msg[1]="\E1* Please understand.^2 & \E0I only want the best& for you./%"
- break;
- case argument=210:
- global.msg[0]="\E0* Splendid!^2 &* I am proud of you,^1 & little one./"
- global.msg[1]="* Let us move to the& next room./%"
- break;
- case argument=211:
- global.msg[0]="\E1* As a human living in& the UNDERGROUND,^1 & monsters may attack you./"
- global.msg[1]="\E2* You will need to be& prepared for this& situation./"
- global.msg[2]="\E0* However, worry not!^2 &* The process is simple./"
- global.msg[3]="\E2* When you encounter a & monster,^1 you will enter& a FIGHT./"
- global.msg[4]="* While you are in a& FIGHT^1, strike up a& friendly conversation./"
- global.msg[5]="\E2* Stall for time.& I will come to resolve& the conflict./"
- global.msg[6]="\E2* Practice talking to& the dummy./%"
- break;
- case argument=212:
- if global.flag[12]=1
- {
- global.msg[0]="\E1* Ahh,^1 the dummies are& not for fighting!^2 &* They are for talking!/"
- global.msg[1]="* We do not want to hurt& anybody, do we...?^2 \E0 &* Come now./%"
- }
- if global.flag[10]=1
- {
- global.msg[0]="\E0* Ah,^1 very good!^2 &* You are very good./%"
- }
- if global.flag[11]=1
- {
- global.msg[0]="\E1* .../"
- global.msg[1]="\E1* ... you ran away.../"
- global.msg[2]="\E0* Truthfully^1, that was& not a poor choice./"
- global.msg[3]="\E0* It is better to& avoid conflict& whenever possible./"
- global.msg[4]="\E1* That..^1. however^1, is& only a dummy^2.&* It cannot harm you./"
- global.msg[5]="\E1* It is made of cotton^1.&* It has no desire& for revenge.../"
- global.msg[6]="\E0* Nevermind^2.&* Stay close to me and& I will keep you safe./%"
- }
- if global.flag[13]=1
- {
- global.msg[0]="\E3* ^1.^1.^1./"
- global.msg[1]="\E4* ^1.^1.^1./"
- global.msg[2]="\E0* The next room awaits./%"
- }
- break;
- case argument=213:
- global.msg[0]="\E2* Practice talking to& the dummy./"
- global.msg[1]="\E1* You can say anything..^2.\E2 &* I do not think the dummy& will be bothered./%"
- break;
- case argument=214:
- global.msg[0]="\E0* Do you need some& ideas for conversation& topics?/"
- global.msg[1]="* Well^1, I often start with& a simple 'how do you& do...'/"
- global.msg[2]="* You could ask them about& their favorite books.../"
- global.msg[3]="* Jokes can be useful for& 'breaking the ice.'/"
- global.msg[4]="* Listen to this one.../"
- global.msg[5]="* What did the skeleton& tile his roof with?/"
- global.msg[6]="* ... SHIN-gles!/"
- global.msg[7]="\E1* .../"
- global.msg[8]="\E0* Well^1, I thought it& was amusing./%"
- break;
- case argument=215:
- global.msg[0]="\E2* Practice talking to& the dummy./"
- global.msg[1]="\E1* You can say anything..^2.\E0 &* The dummy will not& be bothered./%"
- break;
- case argument=216:
- global.msg[0]="\E1* There is another puzzle& in this room.../"
- global.msg[1]="\E0* I wonder if you can& solve it?/%"
- break;
- case argument=217:
- global.msg[0]="\E1* This is the puzzle^1,& but.../"
- global.msg[1]="\E0* Here^1, take my hand& for a moment./%"
- break;
- case argument=218:
- global.msg[0]="\E1* Puzzles seem a little& too dangerous for& now./%"
- break;
- case argument=219:
- global.msg[0]=".../%"
- break;
- case argument=220:
- global.msg[0]="\E2* Greetings,^1 my child^2.&* Do not worry^1, I did& not leave you./"
- global.msg[1]="\E0* I was merely behind this& pillar the whole time./"
- global.msg[2]="* Thank you for trusting& me./"
- global.msg[3]="\E2* However^1, there was an& important reason for& this exercise./"
- global.msg[4]="* ... to test your& independence./"
- global.msg[5]="\E1* I must attend to some& business^1, and you must& stay alone for a while./"
- global.msg[6]="\E0* Please remain here^2.&*\E1 It's dangerous to& explore by yourself./"
- global.msg[7]="\E0* I have an idea^2.&* I will give you a& CELL PHONE./"
- global.msg[8]="* If you have a need for& anything^1, just call./"
- global.msg[9]="\E1* Be good^1, alright?/%"
- break;
- case argument=221:
- global.msg[0]="\E0* You have done& excellently thus& far^1, my child./"
- global.msg[1]="\E2* However... I have a& difficult request to ask& of you./"
- global.msg[2]="* .../"
- global.msg[3]="* I would like you to walk& to the end of the room& by yourself./"
- global.msg[4]="\E1* Forgive me for this./%"
- break;
- case argument=222:
- global.msg[0]="* Ring..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="* Hello?&* This is TORIEL./"
- global.msg[3]="* For no reason in& particular...&* Which do you prefer?/"
- global.msg[4]="* Cinnamon or& butterscotch?& Cinnamon Bscotch \C /"
- global.msg[5]=" "
- break;
- case argument=223:
- if global.choice=0 then global.flag[46]=0
- if global.choice=1 then global.flag[46]=1
- global.msg[0]="* Oh^1, I see.&* Thank you very much!/"
- global.msg[1]="\TS \F0 \T0 %"
- global.msg[2]="* Click.../%%"
- global.msg[5]="* /"
- break;
- case argument0=500: //flowers
- global.msg[0]="* Beautiful flowers^2.&* They must have& broken your fall./%%"
- global.msg[1]="%%%"
- break;
- case argument0=501: //sign
- global.msg[0]='* "Press [Z] to read signs!"/%%'
- break;
- case argument0=502: //pillar1
- global.msg[0]='* Just a regular old pillar./%%'
- break;
- case argument0=503: //sign1
- global.msg[0]="* Please don't step on the& leaves./%%"
- break;
- case argument0=504: //sign1
- global.msg[0]="* Didn't you read the sign& downstairs?/%%"
- break;
- case argument0=505: //goofyrock
- conversation=obj_goofyrock.conversation
- if global.flag[33]=0 then
- {
- if conversation=0 then
- {
- global.msg[0]="* WHOA there^1, pardner^2!&* Who said you could push& me around?/"
- global.msg[1]="* HMM^2?&* So you're ASKIN' me to& move over?/"
- global.msg[2]="* Okay^1, just for you^1,& pumpkin./%%"
- }
- if conversation=3 then
- {
- global.msg[0]="* HMM^2?&* You want me to move some& more?/"
- global.msg[1]="* Alrighty^1, how's this?/%%"
- }
- if conversation=6 then
- {
- global.msg[0]="* HMM^2?&* That was the wrong direction?/"
- global.msg[1]="* Okay^1, think I got it./%%"
- }
- if conversation=9 then
- global.msg[0]="* Was that helpful?/%%"
- if conversation=12 then
- {
- global.msg[0]="* HMM^2?&* You wanted me to STAY there?/"
- global.msg[1]="* You're giving me a real& workout./%%"
- }
- }
- else
- global.msg[0]="* Aren't things easier when& you just ask?/%%"
- break;
- case argument0=508:
- doak=0
- noroom=0
- if global.flag[34]<4 then
- {
- global.msg[0]="*'Take one.'&* Take a candy?& Yes No \C"
- if global.flag[34]=0 then global.msg[0]="* It says 'take one.'&* Take a piece of candy?& Yes No \C"
- }
- else global.msg[0]="* Look at what you've done./%%"
- break;
- case argument0=509:
- if global.choice=0 then
- {
- if global.flag[34]<4 then
- {
- if doak=0 then
- {
- doak=1
- script_execute(scr_itemget,1)
- if noroom=0 then global.flag[34]+=1
- }
- }
- if noroom=0 then
- {
- if global.flag[34]=1 then global.msg[0]="* You took a piece of candy.&* (Press [C] to open the menu.)/%%"
- if global.flag[34]=2 then global.msg[0]="* You took more candy^1.&* How disgusting../%%"
- if global.flag[34]=3 then global.msg[0]="* You take another piece.&* You feel like the& scum of the earth.../%%"
- if global.flag[34]=4 then global.msg[0]="* You took too much too fast.&* The candy spills onto& the floor./%%"
- }
- if noroom=1 then global.msg[0]="* You tried to take a piece& of candy^1, but you didn't& have any room./%%"
- }
- if global.choice=1 then
- {
- global.msg[0]="* You decided not to take some./%%"
- }
- break;
- case argument0=510:
- global.msg[0]="* zzzzzzzzzzzzzzz..^1.&* zzzzzzzzzzzzzz.../"
- global.msg[1]="* zzzzzzzzzz..^1.&* (are they gone yet^1)&* zzzzzzzzzzzzzzz.../"
- global.msg[2]="* (This ghost keeps saying 'z'& out loud repeatedly^1,& pretending to sleep.)/"
- global.msg[3]="* Move it with force?& & Yes No \C"
- break;
- case argument0=511:
- global.msg[0]="%%"
- // if global.choice=0 then
- // {
- // if global.flag[34]=1 then global.msg[0]="* You took a piece of candy.&* (Press CTRL to open the menu.)/%%"
- // if global.flag[34]=2 then global.msg[0]="* You took more candy^1.&* No one will know you took& more than one.../%%"
- // if global.flag[34]=3 then global.msg[0]="* You take another piece.&* Your inhibitions begin to& melt away./%%"
- // if global.flag[34]=4 then global.msg[0]="* You took too much too fast.&* The candy spills onto& the floor./%%"
- // }
- //if global.choice=1 then
- // {
- // global.msg[0]="* You decided not to take some./%%"
- // }
- break;
- case argument0=512:
- doak=0
- noroom=0
- global.msg[0]="* It says 'Take them all.'&* Take a candy?& Yes No \C"
- break;
- case argument0=513:
- script_execute(scr_itemcheck,5)
- if global.choice=0 then
- {
- if haveit=0 then
- if doak=0 then
- {
- doak=1
- script_execute(scr_itemget,5)
- }
- }
- if noroom=0 then
- {
- global.msg[0]="* You took a piece.&* Boy^1, that's heavy./%%"
- }
- if haveit=1 then global.msg[0]="* You can't carry more.&* It's just too heavy./%%"
- if noroom=1 then global.msg[0]="* You tried to take a piece& of candy^1, but you didn't& have any room./%%"
- if global.choice=1 then
- {
- global.msg[0]="* You decided not to take some./%%"
- }
- break;
- case argument0=514:
- doak=0
- noroom=0
- global.msg[0]="* Leave 7G in the web?& & Yes No \C"
- break;
- case argument0=515:
- script_execute(scr_cost,7)
- if global.choice=0 then
- {
- if afford=1 then
- if doak=0 then
- {
- doak=1
- script_execute(scr_itemget,7)
- if noroom=0 then global.gold-=7
- }
- }
- if noroom=0 then
- {
- global.msg[0]="* Some spiders crawled down& and gave you a donut./%%"
- if afford=0 then global.msg[0]="* You didn't have enough& gold./%%"
- }
- if noroom=1 then global.msg[0]="* You are carrying too& many items./%%"
- if global.choice=1 then
- {
- global.msg[0]="*%%"
- }
- break;
- case argument0=516:
- doak=0
- noroom=0
- global.msg[0]="* Leave 18G in the web?& & Yes No \C"
- break;
- case argument0=517:
- script_execute(scr_cost,18)
- if global.choice=0 then
- {
- if afford=1 then
- if doak=0 then
- {
- doak=1
- script_execute(scr_itemget,10)
- if noroom=0 then global.gold-=18
- }
- }
- if noroom=0 then
- {
- global.msg[0]="* Some spiders crawled down& and gave you a jug./%%"
- if afford=0 then global.msg[0]="* You didn't have enough& gold./%%"
- }
- if noroom=1 then global.msg[0]="* You are carrying too& many items./%%"
- if global.choice=1 then
- {
- global.msg[0]="*%%"
- }
- break;
- case argument0=518:
- if doak=0 then
- {
- script_execute(scr_itemget,12)
- if noroom=0 then global.flag[100]=1
- doak=1
- }
- global.msg[0]="* You found a Faded Ribbon./%%"
- if noroom=1 then global.msg[0]="* You are carrying too& much./%%"
- break;
- case argument0=519:
- doak=0
- noroom=0
- global.msg[0]="* It's a switch.&* Press it?& Yes No \C"
- break;
- case argument0=520:
- if doak=0 then
- {
- global.flag[43]+=1
- doak=1
- }
- if global.choice=0 then global.msg[0]="* Nothing happened./%%"
- if global.choice=1 then global.msg[0]="%%"
- if global.flag[43]>25 then global.msg[0]= "* You're making the switches& uncomfortable with all& this attention./%%"
- break;
- case argument0=521:
- doak=0
- noroom=0
- global.msg[0]="* It's a switch.&* Press it?& Yes No \C"
- break;
- case argument0=522:
- if doak=0 then
- {
- global.flag[43]+=1
- doak=1
- }
- if global.choice=0 then { global.msg[0]="* You hear a clicking sound./%%"; if room=room_ruins15B and global.plot<14 then global.plot=14; if room=room_ruins15C and global.plot<15 then global.plot=15; if room=room_ruins15D and global.plot<16 then global.plot=16; }
- if global.choice=1 then global.msg[0]="%%"
- break;
- case argument0=523:
- if doak=0 then
- {
- script_execute(scr_itemget,13)
- if noroom=0 then global.flag[102]=1
- doak=1
- }
- global.msg[0]="* You found the Toy Knife./%%"
- if noroom=1 then global.msg[0]="* You are carrying too& much./%%"
- break;
- case argument0=524:
- doak=0
- noroom=0
- global.msg[0]="* It's TORIEL's diary.&* Read the circled passage?& Yes No \C"
- break;
- case argument0=525:
- if global.choice=0 then { global.msg[0]="* You read the passage.../"; global.msg[1]='"* Why did the skeleton want& a friend?"/' global.msg[2]='"* Because she was feeling& BONELY..."/' global.msg[3]="* The rest of the page is& filled with jokes of& a similar caliber./%%"}
- if global.choice=1 then global.msg[0]="%%"
- break;
- case argument0=526:
- if doak=0 then
- {
- script_execute(scr_itemget,11)
- if noroom=0 then global.flag[103]=2
- doak=1
- }
- global.msg[0]="* You found a slice of& butterscotch-cinnamon& pie./%%"
- if noroom=1 then global.msg[0]="* You are carrying too& much./%%"
- break;
- case argument0=527:
- global.msg[0]="* Hello there^1,& little one!/"
- global.msg[1]="* The pie has not& cooled down yet./"
- global.msg[2]="* Perhaps you should& take a nap.& Yes No \C /"
- global.msg[3]=" "
- break;
- case argument0=528:
- global.plot=19.1
- if global.choice=0 then { global.msg[0]="* Sweet dreams./%%" ; }
- else
- {
- global.msg[0]="\E1* You'd rather stay& up and chat with& me^1, then?/"
- if global.flag[103]>0 then global.msg[0]="* Up already^1, I see?/"
- global.msg[1]="\E0* Um^1, I want you to know& how glad I am to& have someone here./"
- global.msg[2]="* There are so many& old books I want& to share./"
- global.msg[3]="* I want to show you& my favorite bug-& hunting spot./"
- global.msg[4]="* I've also prepared& a curriculum for& your education./"
- global.msg[5]="* This may come as& a surprise to you.../"
- global.msg[6]="* But I have always& wanted to be a& teacher./"
- global.msg[7]="\E1* ... actually^1, perhaps& that isn't very& surprising./"
- global.msg[8]="\E5* STILL./"
- global.msg[9]="\E0* I am glad to have& you living here./"
- global.msg[10]="\E1* Oh^1, did you& want something?/"
- global.msg[11]="* What is it?& When can& Nothing I go home?\C /"
- global.msg[12]=" "
- }
- break;
- case argument0=529:
- global.plot=19.2
- if global.choice=0 then
- {
- global.msg[0]="* Well^1, talk to me& again if you& need anything./%%"
- }
- else
- {
- global.msg[0]="\E1* What^1?&* This..^1. this IS your& home now./"
- global.msg[1]="* Um..^1. would you like& to hear about this& book I am reading?/"
- if global.choice=-1 then
- { global.msg[0]="\E0* Oh^1, hello!/"; global.msg[1]="* Did you want to& hear about the& book I am reading?/" }
- global.msg[2]='\E0* It is called& "72 Uses for Snails."/'
- global.msg[3]="* How about it?& How to exit& Sure the RUINS\C /"
- global.msg[4]=" "
- }
- break;
- case argument0=530:
- global.plot=19.3
- global.msg[0]="* Here is an exciting& snail fact./"
- if global.choice=1 then global.msg[0]="\E1* Um^1.^1.^1.&*\E0 How about an exciting& snail fact?/"
- global.msg[1]="\E2* Did you know& that snails.../"
- r=round(random(3))
- if r = 0 then global.msg[2]="\E0* Have a chainsaw-like& tongue called a& radula?/"
- if r = 1 then global.msg[2]='\E0* Sometimes flip their& digestive systems& as they mature?/'
- if r = 2 then global.msg[2]="\E0* Make terrible& shoelaces?/"
- if r = 3 then global.msg[2]="\E0* Talk^2. Really^2. Slowly^2?&* Just kidding^1, snails& don't talk./"
- global.msg[3]="\E0* Interesting.& How to exit& Yeah the RUINS\C /"
- global.msg[4]=" "
- break;
- case argument0=531:
- global.plot=19.4
- if global.choice=0 then global.msg[0]="* Well^1, bother me& if you need anything& else./%%"
- else
- {
- if global.choice=1 then { global.msg[0]="\E1* ... I have to do& something^1.&* Stay here./%%" ; global.plot=19.9 }
- if global.choice=-1 then
- {
- global.msg[0]="\E0* What is it?& How to exit& Nothing the RUINS\C /"
- }
- }
- break;
- case argument0=532:
- if global.choice=0 then global.msg[0]="* If you need anything^1,& just ask./%%"
- if global.choice=1 then{ global.msg[0]="\E1* ... I have to do& something.&* Stay here./%%."; global.plot=19.9; }
- break;
- case argument0=666: //flowey
- global.msg[0]="See that heart^1? &That is your SOUL^1,&the very culmination&of your being!/"
- global.msg[1]="Your SOUL starts off&weak^1, but can grow&strong if you gain&a lot of LV./"
- global.msg[2]="What's LV stand for^1?&Why^1, LOVE^1, of course!/"
- global.msg[3]="You want some&LOVE, don't you?/"
- global.msg[4]="Don't worry,&I'll share some&with you!/%"
- break;
- case argument0=667:
- global.msg[0]="Down here^1, LOVE is&shared through..^1./"
- global.msg[1]='Little white..^2.\E1 &"friendliness&pellets."/'
- global.msg[2]="\E2Are you ready\E0?/%"
- break;
- case argument0=668:
- global.msg[0]="Move around^1!&Get as many as&you can^2!%%%"
- global.msg[1]="%%%"
- break;
- case argument0=669:
- global.msg[0]="You idiot./"
- global.msg[1]="In this world^1, it's&kill or BE killed./"
- global.msg[2]="Why would ANYONE pass&up an opportunity&like this!?/%"
- break;
- case argument0=670:
- global.msg[0]="Die./%"
- break;
- case argument0=671:
- global.msg[0]="Hey buddy^1,&you missed them./"
- global.msg[1]="Let's try again^1,&okay?/%"
- break;
- case argument0=672:
- global.msg[0]="Is this a joke^2?&Are you braindead^2?&RUN^2. INTO^2. THE^2.&BULLETS!!!"
- break;
- case argument0=673:
- global.msg[0]="You know what's&going on here^1,&don't you?/"
- global.msg[1]="You just wanted to&see me suffer./%"
- break;
- case argument0=674:
- global.msg[0]="\E1What a cretin^1,&torturing such a&poor^1, innocent&youth.../"
- global.msg[1]="\E2Ah, do not be&afraid^1, my child./"
- global.msg[2]="\XI am \BTORIEL\X,&caretaker of&the \RRUINS\X./"
- global.msg[3]="I pass through this&place every day to&see if anyone has&fallen down./"
- global.msg[4]="You are the first&human to come here&in a long time./"
- global.msg[5]="I will do my best&to ensure your&protection during&your time here./%%"
- global.msg[5]="\E2Come^2!&I will guide you&through the&catacombs./%%"
- global.msg[6]="%%%"
- break;
- // talk choices
- case argument0=1001:
- global.msg[0]=" * Check * Compliment& * Threat";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- //dummy
- case argument0=1002:
- global.msg[0]=" * Check * Talk";
- global.choices[0] = 1
- global.choices[1] = 0
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- // fake froggit
- case argument0=1003:
- global.msg[0]=" * Check * Compliment& * Threat";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- // real froggit
- case argument0=1004:
- global.msg[0]=" * Check * Compliment& * Threat";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- // whimsun
- case argument0=1005:
- global.msg[0]=" * Check * Console& * Terrorize";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1006: // moldsmal
- global.msg[0]=" * Check * Imitate& * Flirt";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1007: // migosp
- global.msg[0]=" * Check * Talk";
- global.choices[0] = 1
- global.choices[1] = 0
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1008: // vegetoid
- global.msg[0]=" * Check * Talk& * Eat";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1009: // Loox
- global.msg[0]=" * Check * Pick On& * Don't Pick On";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1010: // Toriel
- global.msg[0]=" * Check * Talk";
- global.choices[0] = 1
- global.choices[1] = 0
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 0
- global.choices[5] = 0
- break;
- case argument0=1011: // napstablook
- global.msg[0]=" * Check * Flirt& * Threat * Cheer";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 0
- global.choices[3] = 1
- global.choices[4] = 1
- global.choices[5] = 0
- break;
- case argument0>=1012 and argument0<=1015: // doges
- global.msg[0]=" * Check * Beckon& * Bathe * Dry & * Walk * Pet ";
- global.choices[0] = 1
- global.choices[1] = 1
- global.choices[2] = 1
- global.choices[3] = 1
- global.choices[4] = 1
- global.choices[5] = 1
- break;
- // phone dialogue
- case argument0=1501:
- global.msg[0]="* Dialing..\E0.\TT /"
- if doak=0 then
- {
- doak=1
- global.flag[40]+=1
- }
- if global.flag[40]=1 then
- {
- global.msg[1]="\F1 %"
- global.msg[2]="\E0* This is TORIEL./"
- global.msg[3]="* You only wanted to& say hello...^2?&* Well then./"
- global.msg[4]="\E0* 'Hello!'/"
- global.msg[5]="* I hope that suffices^1.&* Hee hee./"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- }
- if global.flag[40]=2 then
- {
- global.msg[1]="\F1 %"
- global.msg[2]="\E0* This is TORIEL./"
- global.msg[3]="* You want to say& hello again?/"
- global.msg[4]="* 'Salutations!'/"
- global.msg[5]="* Is that enough?/"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- }
- if global.flag[40]=3 then
- {
- global.msg[1]="\F1 \TT %"
- global.msg[2]="\E0* This is TORIEL./"
- global.msg[3]="* Are you bored^1?&* I should have given& a book to you./"
- global.msg[4]="* My apologies./"
- global.msg[5]="* Why not use your& imagination to& divert yourself?/"
- global.msg[6]="* Pretend you are..^1.&* A monarch!/"
- global.msg[7]="* Rule over the leaf pile& with a fist of iron./"
- global.msg[8]="* Can you do that for me?/"
- global.msg[9]="\TS \F0 \T0 %"
- global.msg[10]="* Click.../%%"
- }
- if global.flag[40]>3 then
- {
- global.msg[1]="\F1 \TT %"
- global.msg[2]="\E0* This is TORIEL./"
- global.msg[3]="* Hello^1, my child./"
- global.msg[4]="\E1* Sorry^1, I do not have& much to say./"
- global.msg[5]="\E0* It was nice to hear& your voice^1, though^1./"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- }
- break;
- case argument0=1502:
- global.msg[0]="* Dialing..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="* This is TORIEL./"
- global.msg[3]="\E1* Help with a puzzle^1.^1.^1.?/"
- global.msg[4]="* Um^1, you have not& left the room^1, have you?/"
- global.msg[5]="\E0* Wait patiently for& me and we can solve& it together!/"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- break;
- case argument0=1503: // about yourself
- global.msg[0]="* Dialing..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="* This is TORIEL./"
- global.msg[3]="\E1* You want to know& more about me?/"
- global.msg[4]="* Well^1, I am afraid there& is not much to say./"
- global.msg[5]="\E0* I am just a silly little& lady who worries too& much!/"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- break;
- case argument0=1504: // call her mom
- global.flag[42]=1
- global.msg[0]="* Dialing..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="* This is TORIEL./"
- global.msg[3]='\E8* Huh^2?&* Did you just call& me... "Mom"?/'
- global.msg[4]="\E1* Well...&* I suppose.../"
- global.msg[5]="* Would that make you& happy?/"
- global.msg[6]='* To call me..^2.&* "Mother?"/'
- global.msg[7]="\E0* Well then^1, call me& whatever you like!/!"
- global.msg[8]="\TS \F0 \T0 %"
- global.msg[9]="* Click.../%%"
- break;
- case argument0=1505: // flirt
- if doak=0 then
- {
- doak=1
- global.flag[41]+=1
- }
- if global.flag[41]=1 then
- {
- global.msg[0]="* Dialing..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="\E8* ...^2 huh???/"
- global.msg[3]="\E1* Oh,^1 heh..^1 heh...^1 \E0 &* Ha ha ha!/"
- global.msg[4]="* How adorable...^1 I& could pinch your cheek!/"
- global.msg[5]="* You can certainly find& better than an old woman& like me./"
- global.msg[6]="\TS \F0 \T0 %"
- global.msg[7]="* Click.../%%"
- }
- if global.flag[41]=2 then
- {
- global.msg[0]="* Dialing..\E0.\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="\E1* Oh dear,^1 are you& serious...?/"
- global.msg[3]="\E1* I do not know if this is& pathetic,^1 or endearing./"
- global.msg[4]="\TS \F0 \T0 %"
- global.msg[5]="* Click.../%%"
- if global.flag[42]=1 then
- {
- global.msg[3]='\E8* And after you said you& want to call& me "mother..."/'
- global.msg[4]='\E0* You are an...^2 & \E1... "interesting"& child./'
- global.msg[5]="\TS \F0 \T0 %"
- global.msg[6]="* Click.../%%"
- }
- }
- break;
- case argument0=1506: // nobody's home
- global.flag[42]=1
- global.msg[0]="* Dialing... /"
- global.msg[1]="* ... /"
- global.msg[2]="* No one picked up.../%%"
- break;
- case argument0=1507:
- global.faceemotion=99
- global.msg[0]="* Dialing...\TT /"
- global.msg[1]="\F1 %"
- global.msg[2]="* Hey^1, you silly& child./"
- global.msg[3]="* If you want to& talk to me^1, I am& right here./"
- global.msg[4]="\TS \F0 \T0 %"
- global.msg[5]="* Click.../%%"
- break;
- // npc dialogue
- case argument0=2001:
- global.msg[0]="\E2* Welcome to your new& home,^1 innocent one./"
- global.msg[1]="* Allow me to educate you& in the operation of& the RUINS./%"
- break;
- case argument0=2002: // toriel flirt phone call
- global.faceplate=1
- global.msg[0]="\E8* ...^2 huh???/"
- global.msg[1]="\E1* Oh,^1 heh..^1 heh...^1 \E0 &* Ha ha ha!/"
- global.msg[2]="* How adorable...^1 I& could pinch your cheek!/"
- global.msg[3]="* You can certainly find& better than an old woman& like me./%"
- // "\E1* Oh dear,^1 are you& serious...?/"
- //// alt --> '\E8* And after you said you& want to call me "mother..."/'
- //// alt --> '\E0* You are an...^2& \E1... "interesting" child.'
- // "\E0* I do not know if this is& pathetic,^1 or endearing./%"
- //
- // "\E0*
- // "
- break;
- case argument0=3002: //battle intro messages
- global.msg[0]="* You encountered the Dummy."
- global.msg[1]="%%%"
- break;
- case argument0=3003: //froggit
- global.msg[0]="* Froggit attacks you!"
- global.msg[1]="%%%"
- break;
- case argument0=3004: //froggit
- global.msg[0]="* Froggit hopped close!"
- global.msg[1]="%%%"
- break;
- case argument0=3005: //whimsun
- global.msg[0]="* Whimsun approached meekly!"
- global.msg[1]="%%%"
- break;
- case argument0=3006: //whimsun
- global.msg[0]="* Froggit and Whimsun drew near!"
- global.msg[1]="%%%"
- break;
- case argument0=3007: //moldsmal
- global.msg[0]="* Moldsmal blocked the way!"
- global.msg[1]="%%%"
- break;
- case argument0=9999: // test line
- i=0
- fileid=file_text_open_read("testlines.txt")
- while (file_text_eof(fileid))=false
- {
- global.msg[i]=file_text_read_string(fileid)
- file_text_readln(fileid)
- i+=1
- }
- file_text_close(fileid)
- break;
- }
- #define SCR_GAMESTART
- randomize()
- global.hp = 20 //hp
- global.maxhp = 20 //hp
- global.en = 20 //energy
- global.maxen = 20 //energy
- global.at = 10 //attk
- global.df = 10 //def
- global.adef= 0 // armor defence
- global.sp = 4 //sped
- global.asp = 4 //actual sped
- global.hb = 5 //hitbox
- global.gt = 5 //guts
- global.km = 0 //karma
- global.ph = 30 //phasing
- global.gold = 0
- global.xp = 0
- global.lv = 1
- global.charname=" "
- for (i=0; i<8; i+=1)
- {
- global.item[i]= 0
- global.spell[i] = 1
- global.bulletvariable[i] = 0
- global.menuno = -1
- global.menucoord[i] = 0
- global.bmenuno = 0
- global.bmenucoord[i] = 0
- }
- for (i=0; i<24; i+=1)
- {
- global.msg[i] = "%%%"
- global.areapop[i]=0
- }
- global.area=0
- for (i=0; i<512; i+=1)
- {
- global.flag[i]= 0
- }
- global.idealborder[0]= 0
- global.idealborder[1]= 0
- global.idealborder[2]= 0
- global.idealborder[3]= 0
- global.plot = 0
- global.currentroom=0
- for (i=0; i<3; i+=1)
- {
- global.monstername[i]="Error"
- global.monsterhp[i]=50
- global.monstermaxhp[i]=50
- global.monsterdef[i]=0
- global.xpreward[i] = 0
- global.goldreward[i] =0
- global.itemrewardid[i] = 0
- global.itemrewardchance[i] = 0
- global.monster[i] = 0
- global.attacker[i] = 0
- global.mnpwr[i] = 0
- global.bulletpwr[i] = 0
- global.hurtanim[i] = 0
- }
- global.xpreward[3] = 0
- global.goldreward[3] = 0
- global.battlegroup = 3
- global.turntimer = 0
- global.talked = 0
- global.inv = 20
- global.invc = 0
- global.turnmax = 0
- global.myfight = 0
- global.mnfight = 0
- global.incombat = 0
- global.firingrate = 14
- global.border = 0
- global.turn = 0
- global.actfirst = 0
- global.extraintro = 0
- global.mytarget = 0
- global.confirm = "ord('z')"
- global.damagetimer = 90
- //spellnames
- //itemnames
- global.attacktype = 1
- global.wstrength = 0
- global.pwr = 0
- global.attackspeed = 11
- global.attackspeedr = 2
- global.wstrength = 0
- global.kills = 0
- global.specialbattle=0
- global.myview = 0
- global.hshake = 0
- global.vshake = 0
- global.shakespeed = 0
- global.encounter=0
- // overworld
- global.facing = 0
- global.phasing= 0
- global.choices = 0
- global.interact = 0
- global.viewpan = 0
- global.inbattle=0
- global.facechoice=0
- global.faceemotion=0
- global.seriousbattle=0
- global.mercy=0 // if 1, then there's no "run" command. if 2, then you cannot select anything at all.
- global.item[0]= 0
- global.item[1]= 0
- global.item[2]= 0
- global.item[3]= 0
- global.item[4]= 0
- global.item[5]= 0
- global.item[6]= 0
- global.item[7]= 0
- global.item[8]= 0
- global.weapon = 3
- global.armor = 4
- global.phone[0]=0 // papyrus
- global.phone[1]=0 // undine
- global.phone[2]=0 // mettaton
- global.phone[3]=0 // sans
- global.phone[4]=0 // dralphys
- global.phone[5]=0 // other
- global.phone[6]=0
- global.phone[7]=0
- global.phone[8]=0
- //0 --> nobody
- //1 --> torielHello
- //2 --> torielPuzzleHelp
- //3 --> torielAboutYou
- //4 --> torielMom...
- //5 --> torielFlirt
- //6 --> Papyrus
- //7 --> Sans1 (prank number 1)
- //8 --> Sans2 (prank number 2)
- //9 --> Sans3 (prank number 3)
- //10 --> GrandpaSemi (Hello... id like a large pepperoni pizza...)
- //11 --> DrAlphys
- //12 --> Undine
- //13 --> Mettaton
- global.menuchoice[0]=1
- global.menuchoice[1]=1
- global.menuchoice[2]=0
- global.menuchoice[3]=0
- global.choice=-1
- global.lastsavedtime = 0
- global.lastsavedkills = 0
- global.lastsavedlv=0
- global.filechoice=0
- global.dontfade=0
- global.entrance=0
- global.currentsong=" "
- global.typer=5
- global.debug=0
- #define SCR_DIRECT
- global.bulletvariable[0] = argument0 //chasespeed
- global.bulletvariable[1] = argument1 //speedvariance
- global.bulletvariable[2] = argument2 //direction variance
- global.bulletvariable[3] = argument3 //gravity
- global.bulletvariable[4] = argument4 //gdirection
- global.bulletvariable[5] = argument5 //friction
- global.bulletvariable[6] = argument6 //direction
- global.bulletvariable[7] = argument7 //directionalspeed
- bulletnumber = argument8
- global.bulletappearance = argument9
- for (i=0; i<=bulletnumber;i+=1)
- {
- iii=instance_create(x,y,blt_direct)
- iii.dmg = global.monsteratk[myself]
- }
- //1, 4, 60, 0.5, 270, 0.1, 8 rain
- #define SCR_THATCH
- xdiff = argument0 //xdiff
- ydiff = argument1 //ydiff
- global.bulletvariable[2] = argument2 //thatch angle
- global.bulletvariable[3] = argument3 //gravity
- global.bulletvariable[4] = argument4 //gdirection
- global.bulletvariable[5] = argument5 //friction
- global.bulletvariable[6] = argument6 //direction
- global.bulletvariable[7] = argument7 //directionalspeed
- thatchbonus = argument8 //thatchbonus
- bulletnumber = argument9
- global.bulletappearance = argument10
- for (i=0; i<=bulletnumber;i+=1)
- {
- global.bulletvariable[6] += argument2
- global.bulletvariable[7] += (argument8*i)
- iii = instance_create(x+(i*xdiff),y+(i*ydiff),blt_thatch)
- with (iii) dmg = 5
- global.bulletvariable[6] -= argument2*2
- global.bulletvariable[7] -= (argument8*i)*2
- iii = instance_create(x+(i*xdiff),y+(i*ydiff),blt_thatch)
- with (iii) dmg = 5
- global.bulletvariable[6] = argument6
- global.bulletvariable[7] = argument7
- }
- //1, 4, 60, 0.5, 270, 0.1, 8 rain
- #define SCR_LASER
- global.bulletvariable[0] = argument0 //ORIGINSPEED
- global.bulletvariable[1] = argument1 //ORIGINDIR
- global.bulletvariable[2] = argument2 //GOALX
- global.bulletvariable[3] = argument3 //GOALY
- global.bulletvariable[4] = argument4 //gravity
- global.bulletvariable[5] = argument5 //gdirection
- global.bulletvariable[6] = argument6 //friction
- global.bulletvariable[7] = argument7 //GOALDIR
- global.bulletvariable[8] = argument8 //GOALSPEED
- global.bulletappearance = argument9
- instance_create(x,y,blt_laser)
- #define SCR_BORDERSETUP
- if global.border = 0 then // dialogue box
- {
- global.idealborder[0] = 32
- global.idealborder[1] = 602
- global.idealborder[2] = 250
- global.idealborder[3] = 385
- }
- if global.border = 1 then // standard box
- {
- global.idealborder[0] = 217
- global.idealborder[1] = 417
- global.idealborder[2] = 180
- global.idealborder[3] = 385
- }
- if global.border = 2 then // tower box
- {
- global.idealborder[0] = 217
- global.idealborder[1] = 417
- global.idealborder[2] = 125
- global.idealborder[3] = 385
- }
- if global.border = 3 then // small box
- {
- global.idealborder[0] = 237
- global.idealborder[1] = 397
- global.idealborder[2] = 250
- global.idealborder[3] = 385
- }
- if global.border = 4 then // claustrophobic box
- {
- global.idealborder[0] = 267
- global.idealborder[1] = 367
- global.idealborder[2] = 295
- global.idealborder[3] = 385
- }
- if global.border = 5 then // wide-small box
- {
- global.idealborder[0] = 192
- global.idealborder[1] = 442
- global.idealborder[2] = 250
- global.idealborder[3] = 385
- }
- if global.border = 6 then // slightly bigger box PREP
- {
- global.idealborder[0] = 227
- global.idealborder[1] = 407
- global.idealborder[2] = 250
- global.idealborder[3] = 385
- }
- if global.border = 7 then // slightly bigger box TALL
- {
- global.idealborder[0] = 227
- global.idealborder[1] = 407
- global.idealborder[2] = 200
- global.idealborder[3] = 385
- }
- if global.border = 8 then // short box
- {
- global.idealborder[0] = 202
- global.idealborder[1] = 432
- global.idealborder[2] = 290
- global.idealborder[3] = 385
- }
- #define scr_monstersetup
- //determine our ID based on who else is around. we're alive
- myself = 0
- if global.monster[1] = 1 then
- {
- myself = 2
- global.monster[2] = 1
- }
- if global.monster[0] = 1 and myself != 2 then
- {
- myself = 1
- global.monster[1] = 1
- }
- if global.monster[0] = 0 then
- {
- myself = 0
- global.monster[0] = 1
- }
- if global.monstertype[myself] = 1 then
- {
- global.monstername[myself]="TestFroggit"
- global.monstermaxhp[myself]=23
- global.monsterhp[myself]=23
- global.monsteratk[myself]=4
- global.monsterdef[myself]=1
- global.xpreward[myself] = 2
- global.goldreward[myself] = 2
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 2 then
- {
- global.monstername[myself]="Dummy"
- global.monstermaxhp[myself]=15
- global.monsterhp[myself]=15
- global.monsteratk[myself]=0
- global.monsterdef[myself]=-5
- global.xpreward[myself] = 0
- global.goldreward[myself] = 0
- global.itemrewardid = 0
- global.itemrewardchance = 0
- }
- if global.monstertype[myself] = 3 then
- {
- global.monstername[myself]="Froggit"
- global.monstermaxhp[myself]=23
- global.monsterhp[myself]=23
- global.monsteratk[myself]=4
- global.monsterdef[myself]=1
- global.xpreward[myself] = 10
- global.goldreward[myself] = 20
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 4 then
- {
- global.monstername[myself]="Froggit"
- global.monstermaxhp[myself]=30
- global.monsterhp[myself]=30
- global.monsteratk[myself]=4
- global.monsterdef[myself]=4
- global.xpreward[myself] = 3
- global.goldreward[myself] = 2
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 5 then
- {
- global.monstername[myself]="Whimsun"
- global.monstermaxhp[myself]=10
- global.monsterhp[myself]=10
- global.monsteratk[myself]=4
- global.monsterdef[myself]=0
- global.xpreward[myself] = 2
- global.goldreward[myself] = 2
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 6 then
- {
- global.monstername[myself]="Moldsmal"
- global.monstermaxhp[myself]=50
- global.monsterhp[myself]=50
- global.monsteratk[myself]=4
- global.monsterdef[myself]=0
- global.xpreward[myself] = 3
- global.goldreward[myself] = 3
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 7 then
- {
- global.monstername[myself]="Migosp"
- global.monstermaxhp[myself]=40
- global.monsterhp[myself]=40
- global.monsteratk[myself]=5
- global.monsterdef[myself]=4
- global.xpreward[myself] = 5
- global.goldreward[myself] = 4
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 8 then
- {
- global.monstername[myself]="Vegetoid"
- global.monstermaxhp[myself]=72
- global.monsterhp[myself]=72
- global.monsteratk[myself]=5
- global.monsterdef[myself]=0
- global.xpreward[myself] = 6
- global.goldreward[myself] = 1
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 9 then
- {
- global.monstername[myself]="Loox"
- global.monstermaxhp[myself]=50
- global.monsterhp[myself]=50
- global.monsteratk[myself]=5
- global.monsterdef[myself]=4
- global.xpreward[myself] = 7
- global.goldreward[myself] = 5
- global.itemrewardid = 1
- global.itemrewardchance = 50
- }
- if global.monstertype[myself] = 10 then
- {
- global.monstername[myself]="Toriel"
- global.monstermaxhp[myself]=440
- global.monsterhp[myself]=440
- global.monsteratk[myself]=6
- global.monsterdef[myself]=2
- if global.flag[202]>11 and global.flag[203]>11 then global.monsterdef[myself]=-9999
- global.xpreward[myself] = 0
- global.goldreward[myself] = 0
- global.itemrewardid = 0
- global.itemrewardchance = 0
- }
- if global.monstertype[myself] = 11 then
- {
- global.monstername[myself]="Napstablook"
- global.monstermaxhp[myself]=88
- global.monsterhp[myself]=88
- global.monsteratk[myself]=5
- global.monsterdef[myself]=4
- global.xpreward[myself] = -1
- global.goldreward[myself] = 0
- global.itemrewardid = 0
- global.itemrewardchance = 0
- }
- if global.monstertype[myself] = 13 then //Doge B
- {
- global.monstername[myself]="Doge"
- global.monstermaxhp[myself]=62
- global.monsterhp[myself]=62
- global.monsteratk[myself]=7
- global.monsterdef[myself]=5
- global.xpreward[myself] =30
- global.goldreward[myself] =9
- global.itemrewardid = 0
- global.itemrewardchance = 0
- }
- #define scr_battlegroup
- //make some noise
- global.monster[0] = 0
- global.monster[1] = 0
- global.monster[2] = 0
- global.monster[3] = 0
- if global.battlegroup = 1 then
- {
- global.monstertype[0] = 1
- global.monstertype[1] = 1
- global.monstertype[2] = 1
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=2
- global.battlelv=1
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,136,obj_testmonster)
- global.monsterinstance[1] = instance_create(418,136,obj_testmonster)
- global.monsterinstance[2] = instance_create(14,136,obj_testmonster)
- }
- if global.battlegroup = 2 then
- {
- global.monstertype[0] = 2
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/prebattle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,136,obj_dummymonster)
- }
- if global.battlegroup = 3 then
- {
- global.monstertype[0] = 3
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/prebattle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,136,obj_fakefroggit)
- }
- if global.battlegroup = 4 then
- {
- global.monstertype[0] = 4
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,136,obj_froggit)
- }
- if global.battlegroup = 5 then
- {
- global.monstertype[0] = 5
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(214,16,obj_whimsun)
- }
- if global.battlegroup = 6 then
- {
- global.monstertype[0] = 4
- global.monstertype[1] = 5
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,136,obj_froggit)
- global.monsterinstance[1] = instance_create(317,16,obj_whimsun)
- }
- if global.battlegroup = 7 then
- {
- global.monstertype[0] = 6
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.monsterinstance[0] = instance_create(216,156,obj_moldsmal)
- }
- if global.battlegroup = 8 then
- {
- global.monstertype[0] = 6
- global.monstertype[1] = 6
- global.monstertype[2] = 6
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=global.battlegroup+3000
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msc=0
- global.msg[0]="* You tripped into a& line of Moldsmals."
- // global.monsterinstance[0] = instance_create(115,136,obj_froggit)
- global.monsterinstance[0] = instance_create(15,156,obj_moldsmal)
- global.monsterinstance[1] = instance_create(217,156,obj_moldsmal)
- global.monsterinstance[2] = instance_create(421,156,obj_moldsmal)
- }
- if global.battlegroup = 9 then
- {
- global.monstertype[0] = 4
- global.monstertype[1] = 4
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* A pair of Froggits hop& towards you."
- global.monsterinstance[0] = instance_create(116,136,obj_froggit)
- global.monsterinstance[1] = instance_create(320,136,obj_froggit)
- }
- if global.battlegroup = 10 then
- {
- global.monstertype[0] = 6
- global.monstertype[1] = 6
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Moldsmal and Moldsmal& block the way."
- global.monsterinstance[0] = instance_create(116,156,obj_moldsmal)
- global.monsterinstance[1] = instance_create(320,156,obj_moldsmal)
- }
- if global.battlegroup = 11 then
- {
- global.monstertype[0] = 6
- global.monstertype[1] = 7
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Migosp crawled up close!"
- global.monsterinstance[0] = instance_create(116,156,obj_moldsmal)
- global.monsterinstance[1] = instance_create(320,136,obj_migosp)
- }
- if global.battlegroup = 12 then
- {
- global.monstertype[0] = 7
- global.monstertype[1] = 8
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Vegetoid came out of the earth!"
- global.monsterinstance[0] = instance_create(116,136,obj_migosp)
- global.monsterinstance[1] = instance_create(320,136,obj_vegetoid)
- }
- if global.battlegroup = 13 then
- {
- global.monstertype[0] = 9
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Loox drew near!"
- global.monsterinstance[0] = instance_create(218,124,obj_loox)
- }
- if global.battlegroup = 14 then
- {
- global.monstertype[0] = 9
- global.monstertype[1] = 8
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Vegetoid and Loox attacked!"
- global.monsterinstance[0] = instance_create(116,124,obj_loox)
- global.monsterinstance[1] = instance_create(320,136,obj_vegetoid)
- }
- if global.battlegroup = 15 then
- {
- global.monstertype[0] = 9
- global.monstertype[1] = 8
- global.monstertype[2] = 7
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Loox and co. decided to& pick on you!"
- global.monsterinstance[0] = instance_create(14,124,obj_loox)
- global.monsterinstance[1] = instance_create(218,136,obj_vegetoid)
- global.monsterinstance[2] = instance_create(422,136,obj_migosp)
- }
- if global.battlegroup = 16 then
- {
- global.monstertype[0] = 8
- global.monstertype[1] = 8
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* A pair of Vegetoids& came out of the ground!"
- global.monsterinstance[0] = instance_create(116,136,obj_vegetoid)
- global.monsterinstance[1] = instance_create(320,136,obj_vegetoid)
- }
- if global.battlegroup = 17 then
- {
- global.monstertype[0] = 9
- global.monstertype[1] = 9
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* A pair of Loox& decided to pick on you!"
- global.monsterinstance[0] = instance_create(116,124,obj_loox)
- global.monsterinstance[1] = instance_create(320,124,obj_loox)
- }
- if global.battlegroup = 18 then
- {
- global.monstertype[0] = 8
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Vegetoid came out of the earth!"
- global.monsterinstance[0] = instance_create(218,136,obj_vegetoid)
- }
- if global.battlegroup = 19 then
- {
- global.monstertype[0] = 0
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.3,0.5)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=2
- global.msg[2]="* But nobody came./%"
- }
- if global.battlegroup = 20 then
- {
- global.monstertype[0] = 11
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/ghostbattle.ogg")
- caster_loop(global.batmusic,1,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Here comes Napstablook."
- global.monsterinstance[0] = instance_create(266,106,obj_napstablook)
- }
- if global.battlegroup = 21 then
- {
- global.monstertype[0] = 9
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Loox drew near!"
- global.monsterinstance[0] = instance_create(218,124,obj_loox)
- }
- if global.battlegroup = 22 then
- {
- global.monstertype[0] = 10
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/boss1.ogg")
- caster_loop(global.batmusic,1,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Toriel blocks the way!"
- global.monsterinstance[0] = instance_create(250,42,obj_torielboss)
- }
- if global.battlegroup = 23 then //doge B
- {
- global.monstertype[0] = 13
- global.monstertype[1] = 0
- global.monstertype[2] = 0
- global.batmusic=caster_load("music/battle1.ogg")
- caster_loop(global.batmusic,0.5,1)
- global.msc=0
- global.battlelv=0
- global.actfirst=0
- global.extraintro=0
- global.msg[0]="* Doge appears."
- global.monsterinstance[0] = instance_create(216,38,obj_dogeB)
- }
- global.turn = 0
- #define SCR_TEXTTYPE
- if argument0 != 0 then global.typer = argument0
- if global.typer = 1 then script_execute(SCR_TEXTSETUP,fnt_main,c_white,x+20,y+20,x+(global.idealborder[1]-55),1,1,SND_TXT2,16,32) //main battle
- if global.typer = 2 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+190,43,2,SND_TXT1,9,20)
- if global.typer = 3 then script_execute(SCR_TEXTSETUP,fnt_curs,c_teal,x,y,x+100,39,3,SND_TXT1,10,10)
- if global.typer = 4 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,0,1,snd_txttor,8,18) //main toriel
- if global.typer = 5 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,0,1,SND_TXT1,8,18) //main overworld
- if global.typer = 6 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,0.5,1,snd_floweytalk1,9,20) //flowey in battle
- if global.typer = 7 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,2,2,snd_floweytalk2,9,20) //evilflowey in battle
- if global.typer = 8 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,0.5,1,snd_txttor,9,20) //toriel in battle
- if global.typer = 9 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,0,1,snd_floweytalk1,8,18) //flowey overworld
- if global.typer = 10 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,0,1,snd_nosound,8,18) //main overworld SILENT
- if global.typer = 11 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,0,2,SND_TXT2,9,18) //intro
- if global.typer = 12 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,1,3,snd_txttor2,10,20) //toriel-beaten in battle
- if global.typer = 13 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,2,4,snd_txttor2,11,20) //toriel-beaten in battle
- if global.typer = 14 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,3,5,snd_txttor2,14,20) //toriel-beaten in battle
- if global.typer = 15 then script_execute(SCR_TEXTSETUP,fnt_plain,c_black,x,y,x+200,0,10,snd_txttor2,18,20) //toriel-beaten in battle
- if global.typer = 16 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,view_xview[view_current]+290,1.2,2,snd_floweytalk2,8,18) //evilflowey overworld
- if global.typer = 17 then script_execute(SCR_TEXTSETUP,fnt_comicsans,c_white,x+20,y+20,view_xview[view_current]+290,0.8,1,snd_txtsans,8,18) //sas overworld
- if global.typer = 18 then script_execute(SCR_TEXTSETUP,fnt_papyrus,c_white,x+20,y+20,view_xview[view_current]+290,0,1,snd_txtpap,11,18) //pap overworld
- if global.typer = 19 then script_execute(SCR_TEXTSETUP,fnt_papyrus,c_white,x+20,y+20,view_xview[view_current]+290,0,1,snd_txtpap,15,18) //pap all capitals overworld
- if global.typer = 20 then script_execute(SCR_TEXTSETUP,fnt_plainbig,c_black,x,y,x+200,0,2,snd_floweytalk2,25,20) //huge evilflowey
- if global.typer = 30 then script_execute(SCR_TEXTSETUP,fnt_main,c_white,x+20,y+20,9999,0,2,snd_txtasg,20,36) //asgore gameover text
- if global.typer = 31 then script_execute(SCR_TEXTSETUP,fnt_maintext,c_white,x+20,y+20,9999,0,2,snd_txtasg,12,18)
- #define scr_itemdesc
- //argument0 = whats the item
- switch(true)
- {
- case argument0=0: //monster candy
- global.msg[0] = '* If you are reading this,& I messed up somehow./%'
- break;
- case argument0=1: //monster candy
- global.msg[0] = '* "Monster Candy" - Heals 10 HP&* Has a distinct,^1 & non-licorice flavor./%'
- break;
- case argument0=2: // croquette roll
- global.msg[0] = '* "Croquet Roll" - Heals 15 HP&* Fried dough traditionally& served with a mallet./%'
- break;
- case argument0=3: //butter knife
- global.msg[0] = '* "Stick" - Weapon AT 0&* Its bark is worse than& its bite./%'
- break;
- case argument0=4: //bandage
- global.msg[0] = '* "Bandage" - Heals 10 HP&* It has already been used& several times./%'
- break;
- case argument0=5: //ancient toffee
- global.msg[0] = '* "Rock Candy" - Heals 1 HP&* Here is a recipe to make& this at home:/'
- global.msg[1] = "* 1. Find a rock/%"
- break;
- case argument0=6: //pumpkin rings
- global.msg[0] = '* "Pumpkin Rings" - Heals 8 HP&* A small pumpkin cooked& like onion rings./%'
- break;
- case argument0=7: //Spider Donut
- global.msg[0] = '* "Spider Donut" - Heals 12 HP&* A donut made with Spider& Cider in the batter./%'
- break;
- case argument0=8: //Stoic Onions
- global.msg[0] = '* "Stoic Onion" - Heals 5 HP&'+"* Even eating it raw^1, the& tears just won't come./%"
- break;
- case argument0=9: //Ghost Fruit
- global.msg[0] = '* "Ghost Fruit" - Heals 16 HP&'+"* If eaten^1, it will never& pass to the other side./%"
- break;
- case argument0=10: //Spider Cider
- global.msg[0] = '* "Spider Cider" - Heals 22 HP&* Made with whole spiders^1,& not just the juice./%'
- break;
- case argument0=11: //Butterscotch Pie
- global.msg[0] = '* "Butterscotch Pie" - All HP&* Butterscotch-cinnamon& pie^1, one slice./%'
- break;
- case argument0=12: //ribbon
- global.msg[0] = '* "Faded Ribbon" - Armor DF 3&* Monsters will be reluctant& to hit you./%'
- break;
- case argument0=13: //ribbon
- global.msg[0] = '* "Toy Knife" - Weapon AT 3&* Made of plastic.&* A rarity nowadays./%'
- break;
- }
- #define scr_attack
- if global.weapon = 3 || global.weapon=13 then
- {
- instance_create(global.idealborder[0]+6, global.idealborder[2]+6, obj_target)
- }
- #define scr_attackcalc
- defarg = global.monsterdef[global.mytarget]
- global.pwr = global.wstrength + global.at
- damage = global.pwr - defarg
- #define SCR_BORDER
- xx = 0
- yy = 0
- if argument0 = 0 then
- {
- xx = round(random(global.idealborder[1] - global.idealborder[0])) + global.idealborder[0]
- yy = global.idealborder[2]
- }
- if argument0 = 1 then
- {
- xx = round(random(global.idealborder[1] - global.idealborder[0])) + global.idealborder[0]
- yy = global.idealborder[3] - argument1
- }
- if argument0 = 2 then
- {
- yy = round(random(global.idealborder[3] - global.idealborder[2])) + global.idealborder[2]
- xx = global.idealborder[0]
- }
- if argument0 = 3 then
- {
- yy = round(random(global.idealborder[3] - global.idealborder[2])) + global.idealborder[2]
- xx = global.idealborder[1] - argument1
- }
- #define scr_gameoverb
- global.hp=0
- if global.battlegroup=22 then obj_torielboss.sprite_index=spr_torielboss_mouthcover
- sleep(500)
- sound_stop_all()
- caster_stop(all)
- caster_free(all)
- global.myxb = obj_heart.x
- global.myyb = obj_heart.y
- room_goto(room_gameover)
- #define scr_depth
- depth = 50000 - (y*10 + sprite_height*10)
- #define scr_interact
- myinteract = 1
- #define scr_facechoice
- if global.facechoice=1
- {
- instance_create(writer.x-33,writer.y+25,obj_face_torieltalk)
- instance_create(0,0,obj_torbody)
- }
- if global.facechoice=2
- {
- instance_create(writer.x-36,writer.y+25,obj_face_floweytalk)
- }
- if global.facechoice=3
- {
- instance_create(writer.x-35,writer.y+25,obj_face_sans)
- }
- if global.facechoice=4
- {
- instance_create(writer.x-35,writer.y+25,obj_face_papyrus)
- }
- #define scr_gotobattle
- #define scr_npcsetup
- halt = 0
- myinteract = 0
- stopped=1
- movementtype=argument0
- facing=-1
- //argument0 = movement type
- //2 = faces different directions, talks
- //1 = only animates in place
- if movementtype=2 then
- {
- facing=0
- }
- #define scr_npcdir
- if myinteract=0 then
- {
- if direction>=225 and direction < 315 then
- {
- facing = 0
- sprite_index=dsprite
- }
- if direction>= 315 or direction < 45 then
- {
- facing = 1
- sprite_index=rsprite
- }
- if direction>=45 and direction < 135 then
- {
- facing = 2
- sprite_index=usprite
- }
- if direction>=135 and direction < 225 then
- {
- facing = 3
- sprite_index=lsprite
- }
- }
- if myinteract=1+argument0 then
- {
- if facing=0 then sprite_index=dtsprite
- if facing=1 then sprite_index=rtsprite
- if facing=2 then sprite_index=utsprite
- if facing=3 then sprite_index=ltsprite
- }
- #define scr_storageshift
- //argument0=from which item are we shifting
- //argument1=what's the item ID we're shifting? if the ID is 0, the item has been used up
- //argument2=offset
- global.flag[argument2+10]=argument1
- for (i=argument0;i<10;i+=1)
- {
- global.flag[i+argument2]=global.flag[i+argument2+1]
- }
- script_execute(scr_itemnameb)
- script_execute(scr_storagename)
- #define scr_itemget
- //argument0=id of item we are being given
- i=0
- loop=1
- noroom=0
- global.item[8]=999
- while (loop=1)
- {
- if global.item[i]=0 then
- {
- global.item[i]=argument0
- break
- }
- if i=8 then
- {
- script_execute(scr_itemnospace)
- break;
- }
- i+=1
- }
- script_execute(scr_itemnameb)
- script_execute(scr_itemname)
- #define scr_itemnospace
- noroom=1
- #define scr_itemname
- for (i=0;i<8;i+=1)
- {
- itemid=global.item[i]
- scr_itemnamelist()
- }
- #define scr_itemnameb
- for (i=0;i<8;i+=1)
- {
- itemid=global.item[i]
- switch(true)
- {
- case itemid=1:
- global.itemnameb[i]="MnstrCndy"
- break;
- case itemid=2:
- global.itemnameb[i]="CroqtRoll"
- break;
- case itemid=3:
- if global.seriousbattle=0 then global.itemnameb[i]="Stick "
- if global.seriousbattle=1 then global.itemnameb[i]="Stick "
- break;
- case itemid=4:
- global.itemnameb[i]="Bandage "
- break;
- case itemid=5:
- global.itemnameb[i]="RockCandy"
- break;
- case itemid=6:
- global.itemnameb[i]="PunkRings"
- if global.seriousbattle=1 then global.itemnameb[i]="PmknRings"
- break;
- case itemid=7:
- global.itemnameb[i]="SpidrDont"
- if global.seriousbattle=1 then global.itemnameb[i]="SpdrDonut"
- break;
- case itemid=8:
- global.itemnameb[i]="StocOnoin"
- if global.seriousbattle=1 then global.itemnameb[i]="Onion "
- break;
- case itemid=9:
- global.itemnameb[i]="GhostFrut"
- if global.seriousbattle=1 then global.itemnameb[i]="GhstFruit"
- break;
- case itemid=10:
- global.itemnameb[i]="SpidrCidr"
- if global.seriousbattle=1 then global.itemnameb[i]="SpdrCider"
- break;
- case itemid=11:
- global.itemnameb[i]="ButtsPie "
- if global.seriousbattle=1 then global.itemnameb[i]="Pie "
- break;
- case itemid=12:
- global.itemnameb[i]="Ribbon "
- break;
- case itemid=13:
- global.itemnameb[i]="Toy Knife"
- break;
- }
- }
- #define scr_itemrewrite
- OBJ_WRITER.halt=3
- OBJ_INSTAWRITER.halt=3
- if global.bmenuno=3 then global.msc=9
- if global.bmenuno=3.5 then global.msc=10
- instance_create(global.idealborder[0],global.idealborder[2],OBJ_INSTAWRITER)
- #define scr_levelup
- currentlevel=global.lv
- if global.xp >= 10 then global.lv=2
- if global.xp >= 30 then global.lv=3
- if global.xp >= 70 then global.lv=4
- if global.xp >= 120 then global.lv=5
- if global.xp >= 200 then global.lv=6
- if global.xp >= 300 then global.lv=7
- if global.xp >= 500 then global.lv=8
- if global.xp >= 800 then global.lv=9
- if global.xp >= 1200 then global.lv=10
- if global.xp >= 1700 then global.lv=11
- if global.xp >= 2500 then global.lv=12
- if global.xp >= 3500 then global.lv=13
- if global.xp >= 5000 then global.lv=14
- if global.xp >= 7000 then global.lv=15
- if global.xp >= 10000 then global.lv=16
- if global.xp >= 15000 then global.lv=17
- if global.xp >= 25000 then global.lv=18
- if global.xp >= 50000 then global.lv=19
- if global.xp >= 99999 then
- {
- global.lv=20
- global.xp=99999
- }
- if global.lv!=currentlevel then
- {
- levelup=true
- global.maxhp+=((global.lv-currentlevel)*4)
- global.maxen+=((global.lv-currentlevel)*4)
- global.at+=(global.lv-currentlevel)
- global.df+=(global.lv-currentlevel)
- }
- else levelup=false
- #define scr_weaponeq
- //argument0=which item are we equipping
- //argument1=what's the item ID we're shifting? if the ID is 0, the item has been used up
- global.item[argument0]=global.weapon
- global.weapon=argument1
- if global.weapon=3 then global.wstrength = 0
- if global.weapon=13 then global.wstrength = 3
- script_execute(scr_itemnameb)
- script_execute(scr_itemname)
- #define scr_armoreq
- //argument0=which item are we equipping
- //argument1=what's the item ID we're shifting? if the ID is 0, the item has been used up
- global.item[argument0]=global.armor
- global.armor=argument1
- if global.armor=4 then global.adef = 0
- if global.armor=12 then global.adef = 3
- script_execute(scr_itemnameb)
- script_execute(scr_itemname)
- #define scr_itemuseb
- //argument0 = where's the item
- //argument1 = whats the item
- switch(true)
- {
- case argument1=1: //monster candy
- global.msg[0] = "* You ate the Monster Candy."
- if global.seriousbattle=0
- {
- randomtext=round(random(15))
- if randomtext<=2 then global.msg[0] += " &* Very un-licorice-like."
- if randomtext=15 then global.msg[0] += " &* ... tastes like licorice."
- }
- script_execute(scr_recoitem,10)
- instance_create(0,0,obj_foodsound)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=2: // croquette roll
- global.msg[0] = "* You hit the Croquet Roll into& your mouth."
- if global.seriousbattle=1 then global.msg[0]="* You ate the Croquet Roll."
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,15)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=3: //butter knife
- // scr_weaponeq(argument0,argument1)
- // sound_play(snd_item)
- script_execute(scr_writetext,0,"* You threw the stick away^1.&* Then picked it back up./%",0,0)
- break;
- case argument1=4: //bandage
- global.msg[0] = "* You re-applied the bandage."
- sound_play(snd_power)
- if global.seriousbattle=0 then global.msg[0] += "&* Still kind of gooey."
- script_execute(scr_recoitem,10)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=5: //rock candy
- global.msg[0] = "* You ate the Rock Candy."
- script_execute(scr_recoitem,1)
- instance_create(0,0,obj_foodsound)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=6: // pumpkin rings
- global.msg[0] = "* You ate the Pumpkin Rings."
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,8)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=7: // Spider Donut
- global.msg[0] = "* You ate the Spider Donut."
- if global.seriousbattle=0
- if global.inbattle=1
- {
- randomtext=ceil(random(10))
- if randomtext>9 then
- global.msg[0]= "* Don't worry^1, Spider didn't."
- }
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,12)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=8: // stoc on
- global.msg[0] = "* You ate the Stoic Onion."
- if global.seriousbattle=0
- {
- randomtext=round(random(10))
- if randomtext>8 then
- global.msg[0]+= "&* You didn't cry..."
- }
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,5)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=9: // ghstrfuit
- global.msg[0] = "* You ate the Ghost Fruit."
- foodsounder=instance_create(0,0,obj_foodsound)
- if global.seriousbattle=0 with foodsounder soundtype=2
- script_execute(scr_recoitem,16)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=10: // spider cider
- global.msg[0] = "* You drank the Spider Cider."
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,22)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=11: // Butterscotch pie
- global.msg[0] = "* You ate the Butterscotch Pie."
- instance_create(0,0,obj_foodsound)
- script_execute(scr_recoitem,999)
- script_execute(scr_itemshift,argument0,0)
- break;
- case argument1=12: //ribbon
- scr_armoreq(argument0,argument1)
- sound_play(snd_item)
- script_execute(scr_writetext,0,"* You equipped the ribbon./%",0,0)
- break;
- case argument1=13: //soul knife
- scr_weaponeq(argument0,argument1)
- sound_play(snd_item)
- script_execute(scr_writetext,0,"* You equipped Toy Knife./%",0,0)
- break;
- case argument1=201: //Say Hello
- if global.plot<19.9
- {
- if global.plot>18 and room=room_torhouse2
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1507,"x",0,0)
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1501,"x",0,0)
- }
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1506,"x",0,0)
- }
- break;
- case argument1=202: //Puzzle Help
- if global.plot<19.9
- {
- if global.plot>18 and room=room_torhouse2
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1507,"x",0,0)
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1502,"x",0,0)
- script_execute(scr_phoneshift,argument0,0)
- }
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1506,"x",0,0)
- }
- break;
- case argument1=203: //About Yourself
- if global.plot<19.9
- {
- if global.plot>18 and room=room_torhouse2
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1507,"x",0,0)
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1503,"x",0,0)
- script_execute(scr_phoneshift,argument0,0)
- }
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1506,"x",0,0)
- }
- break;
- case argument1=204: //Call her "mom"
- if global.plot<19.9
- {
- if global.plot>18 and room=room_torhouse2
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1507,"x",0,0)
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1504,"x",0,0)
- script_execute(scr_phoneshift,argument0,0)
- }
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1506,"x",0,0)
- }
- break;
- case argument1=205: //flirt
- if global.plot<19.9
- {
- if global.plot>18 and room=room_torhouse2
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1507,"x",0,0)
- }
- else
- {
- sound_play(snd_phone)
- if global.flag[41]=1 then script_execute(scr_phoneshift,argument0,0)
- script_execute(scr_writetext,1505,"x",0,0)
- }
- }
- else
- {
- sound_play(snd_phone)
- script_execute(scr_writetext,1506,"x",0,0)
- }
- break;
- }
- #define scr_recover
- global.hp+=argument0
- recovered=argument0
- if global.hp>global.maxhp then
- {
- global.hp=global.maxhp
- maxedout=1
- }
- else maxedout=0
- #define scr_recoitem
- script_execute(scr_recover,argument0)
- global.item[8] = recovered
- if maxedout=1 then global.item[8]=9999
- script_execute(scr_writetext,11,"x",0,0)
- #define scr_runaway
- runvalue= (random(100) + global.lv*2 - global.battlelv*2 + 10*global.turn)
- if runvalue > 50 then
- {
- runaway=1
- sound_play(snd_escaped)
- obj_heart.hspeed=-3
- obj_heart.sprite_index=spr_heartgtfo
- obj_heart.image_speed=0.5
- OBJ_WRITER.halt=3
- global.msc=14
- instance_create(global.idealborder[0],global.idealborder[2],OBJ_INSTAWRITER)
- global.flag[11]=1
- }
- #define scr_mercystandard
- mercy=(global.monsterhp[myself] - global.at - global.wstrength + global.monsterdef[myself] - mercymod)
- #define scr_monsterdefeat
- if killed = 1 then
- {
- global.xpreward[3]+= global.xpreward[myself]
- global.goldreward[3]+= global.goldreward[myself]
- global.vaporspeed=0
- global.monstersprite = sprite_index
- ddd = instance_create(x,y,obj_vaporized)
- //ddd = instance_create(x,y,obj_vaporacquirer)
- ddd.image_speed = 0
- ddd.image_index = 1
- global.kills+=1
- global.areapop[global.area]-=1
- if global.areapop[global.area]<0 then global.areapop[global.area]=0
- global.flag[12]=1
- }
- if killed = 0 then
- {
- //global.xpreward[3]+=floor(global.xpreward[myself]*((global.monstermaxhp[myself]-global.monsterhp[myself])/global.monstermaxhp[myself]))
- global.goldreward[3]+=floor(global.goldreward[myself]*((global.monstermaxhp[myself]-global.monsterhp[myself])/global.monstermaxhp[myself]))
- global.monstersprite = sprite_index
- //global.vaporspeed=0
- //qqq = instance_create(x,y,obj_vaporizedspare)
- ddd = instance_create(x,y,obj_spared)
- ddd.image_speed = 0
- ddd.image_index = 1
- //qqq.image_speed = 0
- //qqq.image_index = 1
- global.flag[10]=1
- }
- global.monster[myself] = 0
- #define scr_scinit
- // screen base(view_wview and view_hview)
- screen_x = 0;
- screen_y = 0;
- screen_w = 320;
- screen_h = 240;
- screen_scale = 2;
- // create a surface for the whole screen to be drawn on
- screen = surface_create(screen_w,screen_h);
- // this will destroy the screen object if surfaces are not supported on the graphics card, reverting to the viewport method
- if screen = -1{instance_destroy();}
- #define scr_begin
- // this draws the surface on the screen
- if (surface_exists(screen))
- {
- surface_reset_target();
- draw_clear(0);
- draw_set_blend_mode_ext(bm_one, bm_zero);
- draw_surface_stretched(screen,screen_x,screen_y,screen_w*screen_scale,screen_h*screen_scale);
- draw_set_blend_mode(bm_normal);
- screen_refresh();
- }
- #define scr_end
- // this sets surface 'screen' as the drawing target for everything in the game, so all drawing will be done on this surface and not on the game screen
- if !surface_exists(screen) screen = surface_create(screen_w,screen_h);
- surface_set_target(screen);
- #define scr_saveprocess
- global.lastsavedkills=global.kills
- global.lastsavedtime=obj_time.time
- global.lastsavedlv=global.lv
- file="file"+string(global.filechoice)
- myfileid=file_text_open_write(file)
- file_text_write_string(myfileid,global.charname)
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.lv))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.maxhp))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.maxen))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.at))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.wstrength))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.df))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.adef))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.sp))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.xp))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.gold))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.kills))
- file_text_writeln(myfileid)
- for (i=0; i<8; i+=1)
- {
- file_text_write_real(myfileid, (global.item[i]))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.phone[i]))
- file_text_writeln(myfileid)
- }
- file_text_write_real(myfileid, (global.weapon))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.armor))
- file_text_writeln(myfileid)
- for (i=0; i<512; i+=1)
- {
- file_text_write_real(myfileid, (global.flag[i]))
- file_text_writeln(myfileid)
- }
- file_text_write_real(myfileid, (global.plot))
- file_text_writeln(myfileid)
- for (i=0; i<3; i+=1)
- {
- file_text_write_real(myfileid, (global.menuchoice[i]))
- file_text_writeln(myfileid)
- }
- file_text_write_real(myfileid, (global.currentsong))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (global.currentroom))
- file_text_writeln(myfileid)
- file_text_write_real(myfileid, (obj_time.time))
- file_text_close(myfileid)
- #define scr_load
- filechoicebk=global.filechoice
- room_set_persistent(global.currentroom,0)
- script_execute(SCR_GAMESTART)
- global.filechoice=filechoicebk
- //now load everything that isnt default
- file="file"+string(global.filechoice)
- myfileid=file_text_open_read(file)
- global.charname=file_text_read_string(myfileid); file_text_readln(myfileid);
- global.lv=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.maxhp=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.maxen=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.at=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.wstrength=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.df=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.adef=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.sp=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.xp=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.gold=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.kills=file_text_read_real(myfileid); file_text_readln(myfileid);
- for (i=0; i<8; i+=1)
- {
- global.item[i]=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.phone[i]=file_text_read_real(myfileid); file_text_readln(myfileid);
- }
- global.weapon=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.armor=file_text_read_real(myfileid); file_text_readln(myfileid);
- for (i=0; i<512; i+=1)
- {
- global.flag[i]=file_text_read_real(myfileid); file_text_readln(myfileid);
- }
- global.plot=file_text_read_real(myfileid); file_text_readln(myfileid);
- for (i=0; i<3; i+=1)
- {
- global.menuchoice[i]=file_text_read_real(myfileid); file_text_readln(myfileid);
- }
- global.currentsong=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.currentroom=file_text_read_real(myfileid); file_text_readln(myfileid);
- obj_time.time=file_text_read_real(myfileid); file_text_readln(myfileid);
- global.lastsavedkills=global.kills
- global.lastsavedtime=obj_time.time
- global.lastsavedlv=global.lv
- file_text_close(myfileid)
- global.hp=global.maxhp
- global.en=global.maxen
- script_execute(scr_tempsave)
- room_goto(global.currentroom)
- #define scr_writetext
- //arg0 = msc
- //arg1 = msg
- //arg2 = face plate
- //arg3 = typer
- global.facechoice=0
- global.msc=argument0
- if argument1 != "x" then global.msg[0]=argument1
- if argument2 != 0 then global.facechoice=argument2
- if global.inbattle=0 then
- {
- global.typer=5
- if argument3!=0 then global.typer=argument3
- instance_create(0,0,obj_dialoguer)
- }
- if global.inbattle=1 then
- {
- OBJ_WRITER.halt=3
- global.typer=1
- if argument3!=0 then global.typer=argument3
- instance_create(global.idealborder[0],global.idealborder[2],OBJ_WRITER)
- }
- #define scr_npcdirspeed
- if myinteract=0 then
- {
- if vspeed>0 and vspeed>abs(hspeed) then
- {
- facing = 0
- sprite_index=dsprite
- }
- if hspeed>0 and hspeed>abs(vspeed) then
- {
- facing = 1
- sprite_index=rsprite
- }
- if vspeed<0 and abs(vspeed)>abs(hspeed) then
- {
- facing = 2
- sprite_index=usprite
- }
- if hspeed<0 and abs(hspeed)>abs(vspeed) then
- {
- facing = 3
- sprite_index=lsprite
- }
- }
- if myinteract=1 then
- {
- if facing=0 then sprite_index=dtsprite
- if facing=1 then sprite_index=rtsprite
- if facing=2 then sprite_index=utsprite
- if facing=3 then sprite_index=ltsprite
- }
- #define scr_rotategen
- global.bulletvariable[0] = argument0 //number
- global.bulletvariable[1] = argument1 //radius
- global.bulletvariable[2] = argument2 //bullettype
- gen=instance_create(argument3,argument4,obj_rotategen)
- #define scr_edge
- //right border
- //left border
- if x>global.idealborder[1]-argument0 then x-=argument0
- if x<global.idealborder[0]+argument1 then x+=argument1
- #define scr_msgup
- global.msc+=1
- stringno=0
- stringpos=1 //which character of the string it starts on
- lineno=0 //default the line's vertical space
- writingx = round(writingx)
- writingy = round(writingy)
- myx = writingx
- myy = writingy
- script_execute(SCR_TEXT,global.msc)
- for (n=0; global.msg[n]!="%%%"; n+=1)
- {
- mystring[n]=global.msg[n]
- }
- originalstring=mystring[0]
- halt=0 //if 1, you must hit enter to continue
- alarm[0]=textspeed
- #define scr_phonename
- for (i=0;i<8;i+=1)
- {
- global.phonename[i]=" "
- }
- for (i=0;i<8;i+=1)
- {
- itemid=global.phone[i]
- switch(true)
- {
- //phone numbers
- case itemid=201:
- global.phonename[i]="Say Hello"
- break;
- case itemid=202:
- global.phonename[i]="Puzzle Help"
- break;
- case itemid=203:
- global.phonename[i]="About Yourself"
- break;
- case itemid=204:
- global.phonename[i]='Call Her "Mom"'
- break;
- case itemid=205:
- global.phonename[i]="Flirt"
- break;
- }
- }
- #define scr_phoneshift
- //argument0=from which item are we shifting
- //argument1=what's the item ID we're shifting? if the ID is 0, the item has been used up
- global.phone[8]=argument1
- for (i=argument0;i<8;i+=1)
- {
- global.phone[i]=global.phone[i+1]
- }
- script_execute(scr_phonename)
- #define scr_phoneget
- //argument0=id of item we are being given
- i=0
- loop=1
- global.phone[8]=999
- while (loop=1)
- {
- if global.phone[i]=0 then
- {
- global.phone[i]=argument0
- break
- }
- if i=8 then
- {
- script_execute(scr_itemnospace)
- break;
- }
- i+=1
- }
- script_execute(scr_phonename)
- #define scr_itemcheck
- //argument0 = what's the item
- haveit=0
- for (i=0; i<8; i+=1)
- {
- if global.item[i]=argument0 then haveit=1
- }
- #define scr_steps
- //argument0 = base steps
- //argument1 = randomized steps
- //argument2 = population
- //argument3 = population ID
- global.flag[200]=argument3
- if argument2 - global.flag[argument3] > 0 then
- {
- populationfactor=argument2/(argument2-global.flag[argument3])
- if populationfactor>8 then populationfactor=8
- steps=(argument0+round(random(argument1)))*populationfactor
- }
- else
- {
- steps=(argument0+argument1)*6
- if alldead=0 then alldead=1
- }
- #define scr_cost
- //argument0=cost of item
- if global.gold >= argument0 then afford=1
- else afford=0
- #define scr_tempload
- filechoicebk3=global.filechoice
- global.filechoice=9
- script_execute(scr_load)
- global.filechoice=filechoicebk3
- #define scr_tempsave
- filechoicebk2=global.filechoice
- global.filechoice=9
- script_execute(scr_saveprocess)
- global.filechoice=filechoicebk2
- #define scr_save
- script_execute(scr_saveprocess)
- filechoicebk2=global.filechoice
- global.filechoice=9
- script_execute(scr_saveprocess)
- global.filechoice=filechoicebk2
- iniwrite=ini_open("undertale.ini")
- ini_write_string("General","Name",global.charname)
- ini_write_real("General","Love",global.lv)
- ini_write_real("General","Time",obj_time.time)
- ini_write_real("General","Kills",global.kills)
- ini_write_real("General","Room",room)
- ini_close()
- #define scr_onscreen
- //argument0=xborder
- //argument1=yborder
- onscreen=0
- if x>view_xview[view_current]-argument0 and x<view_xview[view_current]+view_wview[view_current]+argument0
- if y<view_hview[view_current]+view_yview[view_current]+argument1 and y>view_yview[view_current]-argument1 then onscreen=1
- #define scr_binfowrite
- draw_set_color(c_red)
- draw_rectangle(275,400,275 + global.maxhp*1.2, 420, false)
- draw_set_color(c_yellow)
- draw_rectangle(275,400,275 + global.hp*1.2, 420, false)
- draw_set_color(c_white)
- draw_set_font(fnt_curs)
- hpwrite=string(global.hp)
- if global.hp<10 then hpwrite="0"+string(global.hp)
- draw_text(290+global.maxhp*1.2,400,hpwrite+ " / "+string(global.maxhp))
- draw_text(30,400,string(global.charname) +" LV " + string(global.lv))
- #define Attention, Hackerz
- //It's cool that you like my game this much.
- //Yes, I know these are easy to decompile... You can edit Yume Nikki and OFF in RPG Maker as well. This isn't really any different.
- //My only wish is that you don't spoil the game for anyone else.
- //Wait for everyone to discover the secrets in here by themselves.
- //Otherwise, there will be no replay value :(
- //I'd also appreciate it if you held off on significant modifications before the full game is released.
- //I'll most likely be updating some things about the game that might make it interesting to play with.
- //I'll be watching...
- //Ha ha ha.
- #define scr_namingscreen
- //selected=65
- //charname=""
- //naming=3
- //selected2=0
- //selected3=0
- //q=0
- draw_set_color(c_white)
- draw_set_font(fnt_maintext)
- if naming=4 then
- {
- global.charname=charname
- instance_create(0,0,obj_whitefader)
- caster_free(menusong1)
- caster_free(menusong2)
- caster_free(menusong3)
- caster_free(menusong4)
- alerm=0
- naming=5
- cy=caster_load("music/cymbal.ogg")
- caster_play(cy,0.8,0.95)
- }
- if naming=5 then
- {
- alerm+=1
- if q<120 then q+=1
- draw_text_transformed(140+random(r*2)-q/3,q/2+55+random(r*2),charname,1+q/50,1+q/50,random_ranger(-r*q/60,r*q/60))
- if alerm>179 then
- {
- instance_create(0,0,obj_persistentfader)
- caster_free(cy)
- room_goto_next()
- }
- }
- if naming=2
- {
- if keyboard_multicheck_pressed(0)=1
- {
- if selected2=1 and string_length(charname)>0 then naming=4
- if selected2=0 then naming=1
- keyboard_clear(vk_enter)
- }
- if naming=2
- {
- draw_set_color(c_white)
- if q<120 then q+=1
- draw_text_transformed(140+random(r*2)-q/3,q/2+55+random(r*2),charname,1+q/50,1+q/50,random_ranger(-r*q/60,r*q/60))
- draw_text(90,30,"Is this name correct?")
- draw_set_color(c_white)
- if selected2=0 then draw_set_color(c_yellow) //Quit
- draw_text(70,200,"No")
- draw_set_color(c_white)
- if selected2=1 then draw_set_color(c_yellow) //Done
- draw_text(210,200,"Yes")
- if keyboard_check_pressed(vk_right) or keyboard_check_pressed(vk_left)
- {
- if selected2=1 then selected2=0
- else selected2=1
- }
- }
- }
- if naming=1 then
- {
- if selected<65 then selected=65
- i=0
- j=0
- m=0
- r=0.5
- q=0
- for (n=65; n<91; n+=1)
- {
- draw_set_color(c_white)
- if n=selected then draw_set_color(c_yellow)
- draw_text(60+j*32+random(r),75+m*14+random(r),chr(n))
- j+=1
- if j>6 then {m+=1; j=0}
- }
- i=0
- j=0
- m=0
- for (n=97; n<123; n+=1)
- {
- draw_set_color(c_white)
- if n=selected then draw_set_color(c_yellow)
- draw_text(60+j*32+random(r),135+m*14+random(r),chr(n))
- j+=1
- if j>6 then {m+=1; j=0}
- }
- draw_set_color(c_white)
- if selected=123 then draw_set_color(c_yellow) //Quit
- draw_text(60,200,"Quit")
- draw_set_color(c_white)
- if selected=124 then draw_set_color(c_yellow) //Backspace
- draw_text(120,200,"Backspace")
- draw_set_color(c_white)
- if selected=125 then draw_set_color(c_yellow) //Done
- draw_text(220,200,"Done")
- if keyboard_check_pressed(vk_right)
- {
- if selected=90 then selected=97
- else
- if selected<125 then selected+=1
- }
- if keyboard_check_pressed(vk_left)
- {
- if selected=97 then selected=90
- else
- if selected>65 then selected-=1
- }
- if keyboard_check_pressed(vk_down)
- {
- if selected<=122
- {
- if selected>=86 and selected<=90 then selected+=4
- if selected=84 or selected=85 then selected+=11
- selected+=7
- if selected>=123 then selected=124
- }
- else {
- if (selected == 125) { selected = 70; }
- else if (selected == 124) { selected = 68; }
- else { selected = 65; }
- }
- }
- if keyboard_check_pressed(vk_up)
- {
- if selected>71
- {
- if selected<=122
- {
- if selected>=97 and selected<=101 then selected-=4
- if selected=102 or selected=103 then selected-=11
- selected-=7
- }
- else selected=122
- }
- else {
- if (selected > 69) { selected = 125; }
- else if (selected > 67) { selected = 124; }
- else selected = 123;
- }
- }
- if keyboard_multicheck_pressed(0)=1
- {
- if selected>122 then
- {
- if selected=123 then naming=3
- if selected=124 then keyboard_key_press(vk_shift)
- if selected=125 then
- if string_length(charname)>0 then {naming=2; selected2=0}
- keyboard_clear(vk_enter)
- }
- else
- {
- if string_length(charname)=6 then charname=string_delete(charname,6,1)
- charname+=chr(selected)
- //if string_length(charname)=6 and selected<123 then selected=125
- }
- }
- if keyboard_multicheck_pressed(1)=1
- {
- s=string_length(charname)
- if s>0 then
- {
- charname=string_delete(charname,s,1)
- }
- keyboard_key_release(vk_shift)
- }
- draw_set_color(c_white)
- draw_text(140,55,charname)
- draw_text(90,30,"Name the fallen human.")
- }
- if naming=3 then
- {
- iniread=ini_open("undertale.ini")
- if ini_section_exists("General") then
- {
- minutes=floor(time/1800)
- seconds=round(((time/1800-minutes))*60)
- if seconds=60 then seconds=0
- if seconds<10 then seconds="0"+string(seconds)
- script_execute(scr_roomname,roome)
- draw_text(70,60,name)
- draw_text(140,60,"LV "+string(love))
- draw_text(210,60,string(minutes)+":"+string(seconds))
- draw_text(70,80,roomname)
- //draw_text(120,130,string(kills))
- if selected3=0 then draw_set_color(c_yellow)
- draw_text(85,110,"Continue")
- draw_set_color(c_white)
- if selected3=1 then draw_set_color(c_yellow)
- draw_text(175,110,"Restart")
- if keyboard_check_pressed(vk_right) or keyboard_check_pressed(vk_left) then
- {
- if selected3=0 then selected3=1
- else selected3=0
- keyboard_clear(vk_left)
- keyboard_clear(vk_right)
- }
- if keyboard_multicheck_pressed(0)=1 then
- {
- if selected3=0 then
- {
- caster_free(menusong1)
- caster_free(menusong2)
- caster_free(menusong3)
- caster_free(menusong4)
- if file_exists("file0")=false then room_goto_next()
- else
- {
- script_execute(scr_load)
- }
- }
- if selected3=1 then
- {
- naming=1
- keyboard_clear(vk_enter)
- }
- }
- }
- else
- {
- draw_text(70,60,"EMPTY")
- // draw_text(140,60,"LV "+string(love))
- draw_text(210,60,"0:00")
- draw_set_color(c_yellow)
- draw_text(85,90," --- Instruction --")
- draw_text(85,110,"[Z] - Confirm")
- draw_text(85,128,"[X] - Cancel")
- draw_text(85,146,"[C] - Menu (In-game)")
- draw_text(85,164,"[F4] - Fullscreen")
- draw_text(85,182,"[Hold ESC] - Quit")
- draw_text(85,200,"When HP=0, you lose.")
- if keyboard_multicheck_pressed(0)=1 then
- {
- naming=1
- keyboard_clear(vk_enter)
- }
- }
- }
- #define scr_roomname
- roomname="error"
- if argument0=0 then roomname="--"
- if argument0=16 then roomname="Ruins - Entrance"
- if argument0=25 then roomname="Ruins - Leaf Pile"
- if argument0=35 then roomname="Ruins - Mouse Hole"
- if argument0=51 then roomname="Ruins - Home"
- #define keyboard_multicheck
- if argument0=0 or argument0=vk_enter
- if keyboard_check(vk_enter) or keyboard_check(ord('z')) return true
- if argument0=1 or argument0=vk_shift
- if keyboard_check(vk_shift) or keyboard_check(ord('x')) return true
- if argument0=2 or argument0=vk_control
- if keyboard_check(vk_control) or keyboard_check(ord('c')) return true
- // 0 = enter/z
- // 1 = shift/X
- // 2 = ctrl/C
- #define keyboard_multicheck_pressed
- if argument0=0 or argument0=vk_enter
- if keyboard_check_pressed(vk_enter) or keyboard_check_pressed(ord('z')) return true
- if argument0=1 or argument0=vk_shift
- if keyboard_check_pressed(vk_shift) or keyboard_check_pressed(ord('x')) return true
- if argument0=2 or argument0=vk_control
- if keyboard_check_pressed(vk_control) or keyboard_check_pressed(ord('c')) return true
- // 0 = enter/z
- // 1 = shift/X
- // 2 = ctrl/C
- #define scr_blconmatch
- if alarm[5] > 0 //makes all of the monsters extend their balloons as long as the longest one
- {
- if global.monster[0] = 1 if global.monsterinstance[0].alarm[5] > alarm[5] then alarm[5] = global.monsterinstance[0].alarm[5]
- if global.monster[1] = 1 if global.monsterinstance[1].alarm[5] > alarm[5] then alarm[5] = global.monsterinstance[1].alarm[5]
- if global.monster[2] = 1 then if global.monsterinstance[2].alarm[5] > alarm[5] then alarm[5] = global.monsterinstance[2].alarm[5]
- }
- #define random_ranger
- return random(abs(argument1-argument0))+min(argument1,argument0);
- #define draw_self_border
- l=0
- t=0
- w=sprite_width
- h=sprite_height
- ll=global.idealborder[0]-x
- tt=global.idealborder[2]-y
- ww=(x+w)-global.idealborder[1]
- hh=(y+h)-global.idealborder[3]
- if ll>0 then l+=ll
- if tt>0 then t+=tt
- if ww>0 then w-=ww
- if hh>0 then h-=hh
- draw_sprite_part(sprite_index,image_index,l,t,w,h,x+l,y+t)
- //draw_text(0,0,tt)
- //draw_text(0,20,ll)
- //draw_text(0,40,ww)
- //draw_text(0,60,hh)
- #define scr_storagename
- for (i=argument0;i<(argument0+11);i+=1)
- {
- global.itemname[i-argument0]=" "
- }
- for (i=0;i<(11);i+=1)
- {
- itemid=global.flag[argument0+i]
- scr_itemnamelist()
- }
- #define scr_itemnamelist
- switch(true)
- {
- case itemid=0:
- global.itemname[i]=" "
- break;
- case itemid=1:
- global.itemname[i]="Monster Candy"
- break;
- case itemid=2:
- global.itemname[i]="Croquet Roll"
- break;
- case itemid=3:
- global.itemname[i]="Stick"
- break;
- case itemid=4:
- global.itemname[i]="Bandage"
- break;
- case itemid=5:
- global.itemname[i]="Rock Candy"
- break;
- case itemid=6:
- global.itemname[i]="Pumpkin Rings"
- break;
- case itemid=7:
- global.itemname[i]="Spider Donut"
- break;
- case itemid=8:
- global.itemname[i]="Stoic Onion"
- break;
- case itemid=9:
- global.itemname[i]="Ghost Fruit"
- break;
- case itemid=10:
- global.itemname[i]="Spider Cider"
- break;
- case itemid=11:
- global.itemname[i]="Butterscotch Pie"
- break;
- case itemid=12:
- global.itemname[i]="Faded Ribbon"
- break;
- case itemid=13:
- global.itemname[i]="Toy Knife"
- break;
- }
- #define scr_storageget
- //argument0=id of item we are being given
- //argument1=offset
- i=0
- loop=1
- noroom=0
- global.flag[argument1+10]=999
- while (loop=1)
- {
- if global.flag[i+argument1]=0 then
- {
- global.flag[i+argument1]=argument0
- break
- }
- if i=10 then
- {
- script_execute(scr_itemnospace)
- break;
- }
- i+=1
- }
- script_execute(scr_itemnameb)
- script_execute(scr_storagename)
- #define scr_itemshift
- //argument0=from which item are we shifting
- //argument1=what's the item ID we're shifting? if the ID is 0, the item has been used up
- global.item[8]=argument1
- for (i=argument0;i<8;i+=1)
- {
- global.item[i]=global.item[i+1]
- }
- script_execute(scr_itemnameb)
- script_execute(scr_itemname)
- #define scr_getvapordata
- if sprite_index=spr_torielboss_kneelsmile2 then return "0000000000000000000000000001100000000000001100000000000000000000000000000000000000000000000000000011000000000000000110000000000000000000000000000000000000000000000000000011101111111111101110000000000000000000000000000000000000000000000000001100011111111111110001100000000000000000000000000000000000000000000000111111111111111111111111111000000000000000000000000000000000000000000001111011111101111101111110111100000000000000000000000000000000000000000001111011111111111111111110111100000000000000000000000000000000000000000011111011011101111101110110111110000000000000000000000000000000000000000011111001110001111100011100111110000000000000000000000000000000000000000011111001111111111111111100111110000000000000000000000000000000000000000011111100111110111011111001111110000000000000000000000000000000000000000001111100011111111111110001111100000000000000000000000000000000000011110001111110001101000101100011111100000000000000000000000000000000001111100010111110000011111110000011111010000000000000000000000000000000001111000010000000000000000000000000000010001000000000000000000000000000011111000010000001100000111000111100000010001110000000000000000000000000111111100000000000011100100101111000000010001111000000000000000000000000111111111111111101110001110000000000000101001111100000000000000000000001111111111111111110111111111000000000001001000111110000000000000000000001111111111111111111001111111001000000010001000111111000000000000000000001111111111111111111100111000011100000100001000111111100000000000000000000111110000000000001110000000000000001000001000111111110000000000000000000111100100000011110000000111000000010000110000111111110000000000000000000001001000000000001100000000000001000111001100011111111000000000000000000000001000000000000001000000000100011100100100011111111100000000000000000000010000000000000000000111100001111010000010001111111100000000000000000000010000000000000001100000001111110000000010001111111110000000000000000000010000000000000011110001111110000000000010001111111111000000000000000000100000000000000110000110000000000000000001001111111111000000000000000000100000000000001000000000000000000000000001001111111111100000000000000000100000000000000000000000000000000000000001001111111111100000000000000000100000000000000000000000000000000000000001001111111111110000000000000000100000000011110000000000000000000000000001001111111111110000000000000000010000000000000001100000000000000000000001001111111111110000000000000000001111111111111000000000000000000000000010010011111000111000000000000000111111111111111111101000000000000000000100001111111111001100000000000000110111011100000000000001111111111110000000111000111011011000000000000000000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_dummybattle then return "0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111011110000000000000000000000000000000000111111111110111110000000000000000000000000000111111111111111011111110000000000000000000000011111111111111111101111111000000000000000000000111111111111111111101111111100000000000000000000111111111111111111110111110000000000000000000000011111111111111111110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011100000000000000000000000000000000000000000111111110011111110000000000000000000000000000000111111100111111000000000000000000000000000000000111000000000000100000000000000000000000000000000111111111111111000000000000000000000000000000000100011101111000010000000000000000000000000000000111111110111111111100000000000000000000000000000111111111111111111111000000000000000000000000000111111111111111111111110000000000000000000000000011111111111111111111111000000000000000000000000000000111111111111111000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000010000000000000000000000000000000000000000000001111000000000000000000000000000000000000000000000111100000000000000000000000000000000000000111111111111111111100000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_migosphurt then return "0000000000000000000000000000000000000000000000000000000000000000011100000000000000000111000000000000000000000000001111111000000000000001101111000000000000000000000011111000010000000000001100001111000000000000000000000000000000100000000000100000001100000000000000000000000000000001011111110100000000000000000000000000000000000000011000111110001000000000000000000000000000000000000111111111111111111000000000000000000000000000000000111111111111111111110000000000000000000000000000000110000000111100000001100000000000000000000000000000111000000000000000000111000000000000000000000000111011111111111111111111111100000000000000000000001110011111000000000000000111110011100000000000000000110001111011101111111011110111100011000000000000000011000111111111111111111111111110001100000000000000001111000000000011111110000000000111110000000000000000000001111100100111110010011111100000000000000000000000000111111111111111111111111110000000000000000000000000001110000000000000000011110000000000000000000000000000010000000000000000000010000000000000000000000000000000111111111111111111110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011000000011000000000000000000000000000000000000011111100000001111110000000000000000000000000000001111111100000000011111111000000000000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_vegetoidhurt then return "00000000000000000000000000000000000000000000000000000000000000000000000000000100000000000000000000000000000000000000000011100010010100001110000000000000000000000000000000111110100101010100111110000000000000000000000000000011110010010101010001111000000000000000000000000001000000010101010110100000000100000000000000000000000000000000010110110110000000000000000000000000000000000000000000001011000000000000000000000000000000000001111111110000000000011111111000000000000000000000011111111111111111111111111111111100000000000000000011111111111111111111111000111111111000000000000000011111111100001111111110000000111111100000000000000001111111100000001111111000000011111110000000000000000111111110000000111111100111111111111000000000000000001111111111110011111110011111111111000000000000000000011111111111001111111111111111111100000000000000000001111111111111111111111111111111100000000000000000000011110001111110011001111110011110000000000000000000000111100011111111110011100111110000000000000000000000001111000011111111111100111110000000000000000000000000011111000111111111100111110000000000000000000000000000111110001111111000111110000000000000000000000000000001111110000000000111100000000000000000000000000000000001111100000001111100000000000000000000000000000000000011111111111111100000000000000000000000000000000000000011111111111000000000000000000000000000000000000000000011111100000000000000000000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_looxhurt then return "00000000000000000000000000000000000000000000000000000000000000000000000000000000000000111000000000000000000000000001100000000000000000000000111100000000000000000000011100000000000000000000000001111000000000000000000111110000000000000000000000000111110000000000000000011111000000111111111111111000011111000000000000000001111110011111111111111111111111111100000000000000000111111111111110000000000111111111110000000000000000000111111100000000000000000001111110000000000000000000111111000000000000000000000001111000000000000000000011111000000000000000000000000011110000000000000000011110000000000011111100000000001111100000000000000011111000000001110000001100000000011111000000000000001111100000001100000000001000000001111110000000000000111110000000110001001000100000000111111000000000000111111000000011000100100010000000011111110000000000111111110000000110000000010000000011111111100000000111111111100000001111111110000000011111111111000000111110000111000000000000000000000011000000111110000111100000000010000000000000000000010000000000111100011100000000000011000000000000001100000000000001110001110000000000000000111111111100000000000000000111000111000000000000000000000000000000000000000000011110011111110000000000000000000000000000000000000111111000011101000000000000101000100110000000000000010011100001010000000000000000111011000000001000000000011000000000000000000100000000000000000000100000000000000000000000000000010000000000000000001100000000000000000000000000000011110000000000000001111110000000000000000000000001111111100000000000001111111100000000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_froggit then return "00000000000011111110000000000000001111110000000000000000000011111111111000000000011111111111100000000000000001111000001111100000001111111111111100000000000000111000000000111110000111110000001111100000000000001110000000001111100011111000000001111000000000000011100000111111001111001111111000011110000000000000111111111111111111111111111111111111100000000001111111111111111111111111111111111111111000000001111111111111000000000110000000011111111111100000111111111000000111111000001111110000001111111100001111111111111111111111111111111111111111111111100000111111111111111111111111111111111111111111100000000001111111111111111111111111111111111100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000111111111111111111111111000000000000000000000000011111111111000111111111111100000000000000000000000111111100010000110001111111100000000000000000000011111111111111111111111111111100000000000000000000111111111000000000001111111111000000000000000000001111110001110001110110011111110000000000000000000011111000100100001100100001111110000000000000000000111110001110000000111000011111110000000000000011111111100000001111000000000011111111100000000001111111110000000100001100000000011111111100000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_moldsmal then return "0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000110000001010010100001100000000000000000000000000000000000111001001110000000000000000000000000000001000000001111000000011100000001100000000000000000111100000000000000000000000000011001000000000000001011100001100000000000000110000011010010000000000101000010011111100111011001110001000010101000000001010001011000001011001010110011111010000101100000010100010100000010100001010001010001101000010100000010100101001100010100001010001010000110101001010000001001101010000101001001010101010010010100000100000010001010000001010011001010100101001001010000110000010001010100001010000001010100010100001101000010000001010110100010010100010100000010100100101000110000000110100000010100100010100100010110000010111000000000000100000101100000010100100001010000001000000000000000010000101000000010100000001010000110000000000000000000000001000000010100000001000000000000000000000000000000000011111100011111100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000002"
- if sprite_index=spr_whimsunhurt then return "0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001001000000000000000010100000000000000000000000000011100010000000000000010001000000000000000000000000000000000100000111111001000110000000000000000000000000000000010111111111111000011000000000000000000000000000000001000001100001110000000000000000000000000000000000011000011111000001100000000000000000000000000000000011000111111110000110000000000000000000000000000000011101111101111110111100000000000000000000000000000001111111100011111111110000000000000000000000000001000111111000000011111111000000000000000000000000011100111111101001001111111100000000000000000000001100010011111111111111111111110011000000000000000111001110011111001111110011111110011010000000000001110111100011110000011110000111111001110100000000000000000001110011111111111111001111100011111000000000000000000001111111111111111111110001110011010000000000000000000111111111111111111111110000000000000000000000000000000000100001000011000110000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000100000010000000000000000000000000000000000000000000010000001000000000000000000000000000000000000000001110000000111100000000000000000000000000000000000001100000000000011000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000002"
- #define murdererlv1
- if global.flag[202]>=monsterpopulation1 then return true
- else return false
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