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gml_Object_obj_featheritem_Step_0

related scripts: Create_0 • Step_0

(view raw script w/o annotations or w/e)
1
if (global.flag[10 Obtained Feather] == true)
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    instance_destroy();
3
if ((keyboard_multicheck_pressed(0) && 
scr_interact
scr_interact

function
scr_interact()
{ if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state) { var pl_dir = obj_pl.direction; var pl_x = 0; var pl_y = 0; var check_distance_x = 0; var check_distance_y = 0; switch (pl_dir) { case 0: pl_x = obj_pl.bbox_right; pl_y = obj_pl.bbox_top + 1; check_distance_x = 20; break; case 180: pl_x = obj_pl.bbox_left; pl_y = obj_pl.bbox_top + 1; check_distance_x = -20; break; case 90: pl_x = obj_pl.x; pl_y = obj_pl.bbox_top; check_distance_y = -20; break; case 270: pl_x = obj_pl.x; pl_y = obj_pl.bbox_bottom; check_distance_y = 20; break; } if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false)) return true; } }
() == true) && (waiter == 0 && !instance_exists(obj_dialogue)))
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    waiter = 1;
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if (waiter > 0)
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{
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scr_text
scr_text

function
scr_text()
{ if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    with (msg)
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    {
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        portrait = false;
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        sndfnt = 99;
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        color = true;
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        message_col[0][0] = "                         #  +2 DF on equip";
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        col_modif[0] = 65535;
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        message[0] = "* (It's a stray feather.)#  +2 DF on equip";
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        message[1] = "* (Take it?)";
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        if (outcome == 1 && message_current == 1)
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        {
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scr_item
scr_item

function
scr_item(arg0)
{ nm = arg0; for (var i = 1; i <= 8; i++) { if (global.item_slot[i] == "Nothing") { global.item_slot[i] = nm; return true; break; } else if (i == 8) { return false; } } }
("Feather");
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            message[2] = "* (You got a Stray Feather!)";
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            with (obj_featheritem)
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                instance_destroy();
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            global.flag[10 Obtained Feather] = true;
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        }
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        if (outcome == 2 && message_current == 1)
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        {
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            message[2] = "* (You ignore it.#* Strays are nothing but#  trouble.)";
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            obj_featheritem.waiter = 0;
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        }
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        if ((message_current + 1) == 1)
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        {
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            ch_msg = 1;
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            ch[1] = "Yes";
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            ch[2] = "No";
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        }
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    }
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}