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gml_GlobalScript_scr_item_use

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1
function scr_item_use
scr_item_use

function scr_item_use(arg0, arg1) { var item = arg0; var i = arg1; var use_msg; use_msg[0] = "nothing"; var item_type = 1; var heal_value = 0; var pp_value = 0; var sp_value = 0; var rp_value = 0; var def_value = 0; var atk_value = 0; switch (item) { case "Lemonade": heal_value = 7; item_type = 1; use_msg[0] = "* (You drink the Lemonade.)"; use_msg[1] = "* (It's very sour.)"; break; case "Candy Corn": use_msg[0] = "* (You eat the Candy Corn.)"; use_msg[1] = "* (You now know why it was# discarded.)"; heal_value = 9; item_type = 1; break; case "G. Pear": pp_value = 2; item_type = 1; use_msg[0] = "* (You eat the Golden Pear.)"; use_msg[1] = "* (The immense flavor hugs your# tastebuds.)"; use_msg[2] = "* ( Overall... Not bad.)"; break; case "Corn Dog": heal_value = 12; item_type = 1; use_msg[0] = "* (You scarf down the Corn Dog.)"; use_msg[1] = "* (You can't help but feel bad# for doing it.)"; break; case "Patch": use_msg[0] = "* (You are unable to sew the# Patch back on your hat.)"; item_type = 0; break; case "Feather": item_type = 3; def_value = 2; use_msg[0] = "* (You stick the feather into# your hat.)"; use_msg[1] = "* (It gives you a proud feeling.)"; break; case "G. Bandana": item_type = 3; def_value = 12; use_msg[0] = "* (With a shimmer, you tie the# Golden Bandana around your# neck.)"; use_msg[1] = "* (You feel like you can take on# anything now.)"; break; case "Pebble Ammo": item_type = 2; atk_value = 3; use_msg[0] = "* (You load the pebbles into your# gun.)"; use_msg[1] = "* (It feels a little heavier# now.)"; break; case "Silver Ammo": item_type = 2; atk_value = 2; use_msg[0] = "* (You load the Silver Ammo# into your gun.)"; use_msg[1] = "* (The pellets shimmer# in the light.)"; break; case "Rubber Ammo": item_type = 2; atk_value = 0; use_msg[0] = "* (You load the rubber ammo into# your weapon.)"; break; case "Glass Ammo": item_type = 2; atk_value = 5; use_msg[0] = "* (You cautiously load the Glass# into your gun.)"; use_msg[1] = "* (Phew! No cuts!)"; break; case "Flint": item_type = 2; atk_value = 9; use_msg[0] = "* (You load the Flint# into your gun.)"; use_msg[1] = "* (Might start some fire# with this one!)"; break; case "Sponge Cake": heal_value = 14; item_type = 1; use_msg[0] = "* (You lick the frosting off of# the sponge.)"; use_msg[1] = "* (Your mouth feels squeaky# clean!)"; break; case "Hndw Coffee": heal_value = 14; item_type = 1; use_msg[0] = "* (You brave the hot Honeydew# Coffee.)"; use_msg[1] = "* (You can feel your taste buds# burning off.)"; break; case "Adult Soda": heal_value = 18; item_type = 1; use_msg[0] = "* (You take a sip out of# the adult soda.)"; ...
(arg0, arg1)
2
{
3
    var item = arg0;
4
    var i = arg1;
5
    var use_msg;
6
    use_msg[0] = "nothing";
7
    var item_type = 1;
8
    var heal_value = 0;
9
    var pp_value = 0;
10
    var sp_value = 0;
11
    var rp_value = 0;
12
    var def_value = 0;
13
    var atk_value = 0;
14
    switch (item)
15
    {
16
        case "Lemonade":
17
            heal_value = 7;
18
            item_type = 1;
19
            use_msg[0] = "* (You drink the Lemonade.)";
20
            use_msg[1] = "* (It's very sour.)";
21
            break;
22
        case "Candy Corn":
23
            use_msg[0] = "* (You eat the Candy Corn.)";
24
            use_msg[1] = "* (You now know why it was#  discarded.)";
25
            heal_value = 9;
26
            item_type = 1;
27
            break;
28
        case "G. Pear":
29
            pp_value = 2;
30
            item_type = 1;
31
            use_msg[0] = "* (You eat the Golden Pear.)";
32
            use_msg[1] = "* (The immense flavor hugs your#  tastebuds.)";
33
            use_msg[2] = "* ( Overall... Not bad.)";
34
            break;
35
        case "Corn Dog":
36
            heal_value = 12;
37
            item_type = 1;
38
            use_msg[0] = "* (You scarf down the Corn Dog.)";
39
            use_msg[1] = "* (You can't help but feel bad#  for doing it.)";
40
            break;
41
        case "Patch":
42
            use_msg[0] = "* (You are unable to sew the#  Patch back on your hat.)";
43
            item_type = 0;
44
            break;
45
        case "Feather":
46
            item_type = 3;
47
            def_value = 2;
48
            use_msg[0] = "* (You stick the feather into#  your hat.)";
49
            use_msg[1] = "* (It gives you a proud feeling.)";
50
            break;
51
        case "G. Bandana":
52
            item_type = 3;
53
            def_value = 12;
54
            use_msg[0] = "* (With a shimmer, you tie the#  Golden Bandana around your#  neck.)";
55
            use_msg[1] = "* (You feel like you can take on#  anything now.)";
56
            break;
57
        case "Pebble Ammo":
58
            item_type = 2;
59
            atk_value = 3;
60
            use_msg[0] = "* (You load the pebbles into your#  gun.)";
61
            use_msg[1] = "* (It feels a little heavier#  now.)";
62
            break;
63
        case "Silver Ammo":
64
            item_type = 2;
65
            atk_value = 2;
66
            use_msg[0] = "* (You load the Silver Ammo#  into your gun.)";
67
            use_msg[1] = "* (The pellets shimmer#  in the light.)";
68
            break;
69
        case "Rubber Ammo":
70
            item_type = 2;
71
            atk_value = 0;
72
            use_msg[0] = "* (You load the rubber ammo into#  your weapon.)";
73
            break;
74
        case "Glass Ammo":
75
            item_type = 2;
76
            atk_value = 5;
77
            use_msg[0] = "* (You cautiously load the Glass#  into your gun.)";
78
            use_msg[1] = "* (Phew! No cuts!)";
79
            break;
80
        case "Flint":
81
            item_type = 2;
82
            atk_value = 9;
83
            use_msg[0] = "* (You load the Flint#  into your gun.)";
84
            use_msg[1] = "* (Might start some fire#   with this one!)";
85
            break;
86
        case "Sponge Cake":
87
            heal_value = 14;
88
            item_type = 1;
89
            use_msg[0] = "* (You lick the frosting off of#  the sponge.)";
90
            use_msg[1] = "* (Your mouth feels squeaky#  clean!)";
91
            break;
92
        case "Hndw Coffee":
93
            heal_value = 14;
94
            item_type = 1;
95
            use_msg[0] = "* (You brave the hot Honeydew#  Coffee.)";
96
            use_msg[1] = "* (You can feel your taste buds#  burning off.)";
97
            break;
98
        case "Adult Soda":
99
            heal_value = 18;
100
            item_type = 1;
101
            use_msg[0] = "* (You take a sip out of#  the adult soda.)";
102
            use_msg[1] = "* (...)";
103
            use_msg[2] = "* (Tastes like water.)";
104
            break;
105
        case "Hndw Pancake":
106
            heal_value = 16;
107
            item_type = 1;
108
            use_msg[0] = "* (You eat the pancake.)";
109
            use_msg[1] = "* (The syrup is very sweet!)";
110
            break;
111
        case "G.B. Bear":
112
            heal_value = 20;
113
            item_type = 1;
114
            use_msg[0] = "* (You eat the cookie.)";
115
            use_msg[1] = "* (It feels like it is watching#  you eat it.)";
116
            break;
117
        case "Hot Pop":
118
            heal_value = 14;
119
            item_type = 1;
120
            use_msg[0] = "* (You eat the Hot Chocolate Pop.)";
121
            use_msg[1] = "* (It has the distinct flavor of#  something that was once hot.)";
122
            break;
123
        case "Lukewarm Pop":
124
            heal_value = 8;
125
            item_type = 1;
126
            use_msg[0] = "* (You eat the Lukewarm Chocolate#  Pop.)";
127
            use_msg[1] = "* (It has the distinct flavor of#  something that was once hot#  then left to sit for too long.)";
128
            use_msg[2] = "* (It isn't great.)";
129
            break;
130
        case "Cold Pop":
131
            heal_value = 12;
132
            item_type = 1;
133
            use_msg[0] = "* (You eat the Cold Chocolate Pop.)";
134
            use_msg[1] = "* (It has the distinct flavor only#  possessed by truly cold things.)";
135
            break;
136
        case "G. Coffee":
137
            sp_value = 3;
138
            item_type = 1;
139
            use_msg[0] = "* (You chug the Half N' Half#  Golden Coffee.)";
140
            use_msg[1] = "* (It tastes like... regular#  coffee.)";
141
            break;
142
        case "G. Cactus":
143
            rp_value = 3;
144
            item_type = 1;
145
            use_msg[0] = "* (You take a huge bite out#  of the cactus.)";
146
            use_msg[1] = "* (...)";
147
            use_msg[2] = "* (It bites back.)";
148
            break;
149
        case "Packing Peanuts":
150
            heal_value = 10;
151
            item_type = 1;
152
            use_msg[0] = "* (You eat the Packing Peanuts.)";
153
            use_msg[1] = "* (Aside from the taste, texture,#  and potential health risk,#  they're not that bad.)";
154
            break;
155
        case "Trail Mix":
156
            heal_value = 13;
157
            item_type = 1;
158
            use_msg[0] = "* (You down the bag of Trail Mix.)";
159
            use_msg[1] = "* (All you taste are dried#  grapes.)";
160
            break;
161
        case "Ice Tea":
162
            heal_value = 20;
163
            item_type = 1;
164
            use_msg[0] = "* (You drink the glass of tea.#  It's very watered down.)";
165
            break;
166
        case "Green Tea":
167
            heal_value = 21;
168
            item_type = 1;
169
            use_msg[0] = "* (You drink the Green Tea.#  Tastes toxic.)";
170
            break;
171
        case "Sea Tea":
172
            sp_value = 1;
173
            item_type = 1;
174
            use_msg[0] = "* (You drink the Sea Tea. Your#  SOUL speed increases!)";
175
            break;
176
        case "Fruitcake":
177
            heal_value = 25;
178
            item_type = 1;
179
            use_msg[0] = "* (You scarf down the Fruitcake.#  The Swealterstones burn your#  throat!)";
180
            break;
181
        case "Spider Donut":
182
            heal_value = 12;
183
            item_type = 1;
184
            use_msg[0] = "* (Don't worry, spider didn't.)";
185
            break;
186
        case "Icewater":
187
            heal_value = 15;
188
            item_type = 1;
189
            use_msg[0] = "* (You drink the Icewater.#  Definitely has a taste but you#  can't describe it.)";
190
            break;
191
        case "Oasis Latte":
192
            heal_value = 25;
193
            item_type = 1;
194
            use_msg[0] = "* * (You drink the Latte...)";
195
            break;
196
        case "Cnm. Cookie":
197
            heal_value = 35;
198
            item_type = 1;
199
            use_msg[0] = "* (You eat the cookie...)";
200
            break;
201
        case "Root Beer":
202
            heal_value = 18;
203
            item_type = 1;
204
            use_msg[0] = "* (You down the Root Beer. The#  carbonation tingles!)";
205
            break;
206
        case "Feisty Slider":
207
            heal_value = 30;
208
            item_type = 1;
209
            use_msg[0] = "* (You eat the Feisty Slider.#  Much like the team, its flavor#  is... ambitious.)";
210
            break;
211
        case "Gunpowder":
212
            heal_value = clamp(global.max_hp_self - global.current_hp_self, 0, 999);
213
            item_type = 1;
214
            use_msg[0] = "* (You put the gunpowder in your#  mouth and nearly choke to#  death.) ";
215
            break;
216
        case "Moss Salad":
217
            use_msg[0] = "* (You brace yourself and eat#  the Moss Salad.)";
218
            use_msg[1] = "* (The texture can only be#  described as \"insolation#  esque.\")";
219
            heal_value = 17;
220
            item_type = 1;
221
            break;
222
        case "Grassy Fries":
223
            use_msg[0] = "* (You plug your nose and down#  the Grassy Fries.)";
224
            use_msg[1] = "* (Is this what life has really#  come to?)";
225
            heal_value = 14;
226
            item_type = 1;
227
            break;
228
        case "Flower Stew":
229
            use_msg[0] = "* (You make sure Flowey isn't#  watching before trying it.)";
230
            use_msg[1] = "* (Mmm... chunky...)";
231
            heal_value = 20;
232
            item_type = 1;
233
            break;
234
        case "Gravity Granola":
235
            use_msg[0] = "* (You snack on the Gravity#  Granola.)";
236
            use_msg[1] = "* (You can really taste all 9.8#  meters!)";
237
            heal_value = 30;
238
            item_type = 1;
239
            break;
240
        case "Dihydrogen Monoxide":
241
            use_msg[0] = "* (You drink the H2O. Kinda#  tastes like window cleaner...)";
242
            heal_value = 20;
243
            item_type = 1;
244
            break;
245
        case "Popato Chisps":
246
            use_msg[0] = "* (You eat the Popato Chisps.#  The crunch is deafening.)";
247
            heal_value = 13;
248
            item_type = 1;
249
            break;
250
        case "Beef Jerky":
251
            use_msg[0] = "* (You scarf down the Beef#  Jerky.)";
252
            use_msg[1] = "* (What a classic flavor.)";
253
            heal_value = 16;
254
            item_type = 1;
255
            break;
256
        case "Cake":
257
            use_msg[0] = "* (You enjoy several slices of#  cake.)";
258
            use_msg[1] = "* (Delicious!)";
259
            heal_value = 30;
260
            item_type = 1;
261
            break;
262
        case "Floral Cupcake":
263
            use_msg[0] = "* (You enjoy the Floral#  Cupcake.)";
264
            use_msg[1] = "* (What a rich flavor!)";
265
            heal_value = 50;
266
            item_type = 1;
267
            break;
268
        case "Monster Candy":
269
            use_msg[0] = "* (You eat the Monster Candy.)";
270
            use_msg[1] = "* (The taste is faintly#  familiar...)";
271
            heal_value = 10;
272
            item_type = 1;
273
            break;
274
        case "Monster Candy+":
275
            use_msg[0] = "* (You pop the Monster Candy+ in#  your mouth.)";
276
            use_msg[1] = "* (The overwhelming sweetness is#  at war with your taste buds.)";
277
            heal_value = 15;
278
            item_type = 1;
279
            break;
280
        case "C-B Strudel":
281
            use_msg[0] = "* (You savor the C-B Strudel.)";
282
            use_msg[1] = "* (The taste is strangely#  familiar...)";
283
            heal_value = 30;
284
            item_type = 1;
285
            break;
286
        case "Hot Dog":
287
            use_msg[0] = "* (You scarf down the 'dog.)";
288
            use_msg[1] = "* (Mmm, hits the spot!)";
289
            heal_value = 20;
290
            item_type = 1;
291
            break;
292
        case "Corn Chowder":
293
            use_msg[0] = "* (You nervously drink the Corn#  Chowder.)";
294
            use_msg[1] = "* (...Could've been worse.)";
295
            heal_value = 15;
296
            item_type = 1;
297
            break;
298
        case "Wild Revolver":
299
            item_type = 4;
300
            use_msg[0] = "* (You equipped the#  " + string(item) + ".)";
301
            break;
302
        case "Toy Gun":
303
            item_type = 4;
304
            use_msg[0] = "* (You equipped the " + string(item) + ".)";
305
            break;
306
        case "Ice Pellets":
307
            item_type = 2;
308
            atk_value = 6;
309
            use_msg[0] = "* (You load the Ice Pellet Ammo.)";
310
            use_msg[1] = "* (Your gun is now cold to the#  touch.)";
311
            break;
312
        case "Cff Bean Ammo":
313
            item_type = 2;
314
            atk_value = 4;
315
            use_msg[0] = "* (You load the Coffee Beans.)";
316
            use_msg[1] = "* (Your gun now smells delightful.)";
317
            break;
318
        case "Super Ammo":
319
            item_type = 2;
320
            atk_value = 15;
321
            use_msg[0] = "* (You load the Super Ammo.)";
322
            use_msg[1] = "* (Your gun now feels lighter#  than your conscience.)";
323
            break;
324
        case "Nails":
325
            item_type = 2;
326
            atk_value = 10;
327
            use_msg[0] = "* (You load the Nails#  into your gun.)";
328
            break;
329
        case "Friendliness Pellets":
330
            item_type = 2;
331
            atk_value = 11;
332
            use_msg[0] = "* (You load the Friendliness#  Pellets into your gun.)";
333
            break;
334
        case "Honeydew Pin":
335
            item_type = 3;
336
            def_value = 5;
337
            use_msg[0] = "* (You pin the Honeydew pin#  to your hat.)";
338
            break;
339
        case "Band Merch Pin":
340
            item_type = 3;
341
            def_value = 5;
342
            use_msg[0] = "* (You pin the Merch Pin to your#  hat.)";
343
            break;
344
        case "Steel Buckle":
345
            item_type = 3;
346
            def_value = 7;
347
            use_msg[0] = "* (You attach the Steel Buckle#  to your belt.)";
348
            use_msg[1] = "* (Your pants feel sturdier than#  ever!)";
349
            break;
350
        case "Safety Jacket":
351
            item_type = 3;
352
            def_value = 6;
353
            use_msg[0] = "* (You don the stunning#  highlighter yellow jacket.)";
354
            use_msg[1] = "* (You're all ready to take care#  of business!)";
355
            break;
356
        case "Fancy Holster":
357
            item_type = 3;
358
            def_value = 7;
359
            use_msg[0] = "* (You proudly equip the Fancy#  Holster.)";
360
            use_msg[1] = "* (You're ready for anything#  now!)";
361
            break;
362
        case "Golden Scarf":
363
            item_type = 3;
364
            def_value = 25;
365
            use_msg[0] = "* (You put the Golden Scarf on.#* Your tremendous taste for fashion#  makes monsters go easy on you.)";
366
            break;
367
        case "Safety Goggles":
368
            item_type = 3;
369
            def_value = 8;
370
            use_msg[0] = "* (You wrap the Safety Goggles#  around your hat.)";
371
            use_msg[1] = "* (It looks like it has eyes#  now.)";
372
            break;
373
        case "Delta Rune Patch":
374
            item_type = 3;
375
            def_value = 10;
376
            use_msg[0] = "* (You attach the Patch to your#  vest and begin to feel#  something.)";
377
            use_msg[1] = "* (The unwavering hopes and#  dreams of Monsterkind.)";
378
            break;
379
        case "Silver Scarf":
380
            item_type = 3;
381
            def_value = 6;
382
            use_msg[0] = "* (You wrap the Silver Scarf#  around your neck.)";
383
            use_msg[1] = "* (So cozy!)";
384
            break;
385
        case "Missing Poster":
386
        case "Necklace":
387
            item_type = 0;
388
            use_msg[0] = "* (You cannot use this item.)";
389
            break;
390
        case "Lukewarm Coffee":
391
            item_type = 0;
392
            use_msg[0] = "* Better not drink it.";
393
            use_msg[1] = "* (You could get hotter coffee#  elsewhere.)";
394
            break;
395
        case "Soggy Mitten":
396
        case "Pickaxe":
397
            item_type = 0;
398
            use_msg[0] = "* (You can't think of a possible#  use for it.)";
399
            break;
400
        case "Matches":
401
            item_type = 0;
402
            use_msg[0] = "* (You aren't sure how to safely#  start a fire with these.)";
403
            use_msg[1] = "* (They'd probably work in an#  emergency.)";
404
            break;
405
        case "Snowdin Map":
406
            item_type = 0;
407
            use_msg[0] = "* (It's accuracy seems#  compromised.)";
408
            use_msg[1] = "* (You aren't sure how to use#  it.)";
409
            break;
410
        case "Videotape":
411
            item_type = 0;
412
            use_msg[0] = "* (You can't think of a use for#  this.)";
413
            break;
414
        case "H. Acid":
415
            item_type = 0;
416
            instance_create_depth(0, 0, -100, obj_steamworks_05_acid_ending);
417
            instance_destroy();
418
            break;
419
    }
420
    if (item_type == 1)
421
    {
422
        global.item_slot[i] = "Nothing";
423
        if (heal_value > 0)
424
        {
425
            global.current_hp_self += heal_value;
426
            global.current_hp_self = clamp(global.current_hp_self, 0, global.max_hp_self);
427
            audio_play_sound(snd_heal, 1, 0);
428
        }
429
        else if (pp_value > 0)
430
        {
431
            global.current_pp_self += pp_value;
432
            global.current_pp_self = clamp(global.current_pp_self, 0, global.max_pp_self);
433
            audio_play_sound(snd_fanpear, 1, 0);
434
        }
435
        else if (sp_value > 0)
436
        {
437
            global.current_sp_self += sp_value;
438
            global.current_sp_self = clamp(global.current_sp_self, 0, global.max_sp_self);
439
            if (arg0 == "Sea Tea")
440
            {
441
                global.current_hp_self += 10;
442
                global.current_hp_self = clamp(global.current_hp_self, 0, global.max_hp_self);
443
            }
444
            audio_play_sound(snd_fanpear, 1, 0);
445
        }
446
        else if (rp_value > 0)
447
        {
448
            global.current_rp_self += rp_value;
449
            instance_create(0, 0, obj_cactus_damager);
450
            scr_screenshake
scr_screenshake

function scr_screenshake(arg0, arg1) { if (instance_exists(obj_screenshake_player)) exit; with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player)) {alarm[0] intensity = arg1; } } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
(12, 6);
451
        }
452
        if (use_msg[0] != "nothing")
453
        {
454
            scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
455
            with (msg)
456
            {
457
                var msg_number = array_length_1d(use_msg);
458
                if (global.route == 3)
459
                {
460
                    msg_number = 0;
461
                }
462
                else
463
                {
464
                    for (i = 0; i < msg_number; i++)
465
                        message[i] = use_msg[i];
466
                }
467
                if (heal_value > 0)
468
                {
469
                    message[msg_number] = "* Healed " + string(heal_value) + " HP!";
470
                    if (global.current_hp_self >= global.max_hp_self)
471
                        message[msg_number] = "* HP maxed out.";
472
                }
473
                else if (pp_value > 0)
474
                {
475
                    message[msg_number] = "* You gained " + string(pp_value) + " PP!";
476
                    if (global.current_pp_self >= global.max_pp_self)
477
                        message[msg_number] = "* PP maxed out.";
478
                }
479
                else if (sp_value > 0)
480
                {
481
                    message[msg_number] = "* You gained " + string(sp_value) + " SP!";
482
                    if (global.current_sp_self >= global.max_sp_self)
483
                        message[msg_number] = "* SP maxed out.";
484
                }
485
                else if (rp_value > 0)
486
                {
487
                    message[msg_number] = "* You will heal for " + string(rp_value) + "#  turns!";
488
                    if (global.current_rp_self >= global.max_rp_self)
489
                        message[msg_number] = "* RP maxed out.";
490
                }
491
            }
492
        }
493
    }
494
    if (item_type == 2)
495
    {
496
        global.item_slot[i] = global.player_weapon_modifier;
497
        global.player_weapon_modifier = item;
498
        audio_play_sound(snd_equip_armor, 1, 0);
499
        global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack);
500
    }
501
    if (item_type == 3)
502
    {
503
        global.item_slot[i] = global.player_armor_modifier;
504
        global.player_armor_modifier = item;
505
        audio_play_sound(snd_equip_armor, 1, 0);
506
        global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense);
507
    }
508
    if (item_type == 4)
509
    {
510
        global.item_slot[i] = global.player_weapon;
511
        global.player_weapon = item;
512
        global.player_weapon_attack = script_execute(scr_determine_weapon_attack);
513
        audio_play_sound(snd_equip_armor, 1, 0);
514
    }
515
    if (item_type != 1)
516
    {
517
        if (use_msg[0] != "nothing")
518
        {
519
            scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
520
            with (msg)
521
            {
522
                var msg_number = array_length_1d(use_msg);
523
                for (i = 0; i < msg_number; i++)
524
                    message[i] = use_msg[i];
525
            }
526
        }
527
    }
528
    if (item_type != 0)
529
    {
530
        for (var n = 1; n < 8; n++)
531
        {
532
            if (global.item_slot[n] == "Nothing" && global.item_slot[n + 1] != "Nothing")
533
            {
534
                global.item_slot[n] = global.item_slot[n + 1];
535
                global.item_slot[n + 1] = "Nothing";
536
                n = 1;
537
            }
538
        }
539
    }
540
}