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.)"; use_msg[1] = "* (...)"; use_msg[2] = "* (Tastes like water.)"; break; case "Hndw Pancake": heal_value = 16; item_type = 1; use_msg[0] = "* (You eat the pancake.)"; use_msg[1] = "* (The syrup is very sweet!)"; break; case "G.B. Bear": heal_value = 20; item_type = 1; use_msg[0] = "* (You eat the cookie.)"; use_msg[1] = "* (It feels like it is watching# you eat it.)"; break; case "Hot Pop": heal_value = 14; item_type = 1; use_msg[0] = "* (You eat the Hot Chocolate Pop.)"; use_msg[1] = "* (It has the distinct flavor of# something that was once hot.)"; break; case "Lukewarm Pop": heal_value = 8; item_type = 1; use_msg[0] = "* (You eat the Lukewarm Chocolate# Pop.)"; use_msg[1] = "* (It has the distinct flavor of# something that was once hot# then left to sit for too long.)"; use_msg[2] = "* (It isn't great.)"; break; case "Cold Pop": heal_value = 12; item_type = 1; use_msg[0] = "* (You eat the Cold Chocolate Pop.)"; use_msg[1] = "* (It has the distinct flavor only# possessed by truly cold things.)"; break; case "G. Coffee": sp_value = 3; item_type = 1; use_msg[0] = "* (You chug the Half N' Half# Golden Coffee.)"; use_msg[1] = "* (It tastes like... regular# coffee.)"; break; case "G. Cactus": rp_value = 3; item_type = 1; use_msg[0] = "* (You take a huge bite out# of the cactus.)"; use_msg[1] = "* (...)"; use_msg[2] = "* (It bites back.)"; break; case "Packing Peanuts": heal_value = 10; item_type = 1; use_msg[0] = "* (You eat the Packing Peanuts.)"; use_msg[1] = "* (Aside from the taste, texture,# and potential health risk,# they're not that bad.)"; break; case "Trail Mix": heal_value = 13; item_type = 1; use_msg[0] = "* (You down the bag of Trail Mix.)"; use_msg[1] = "* (All you taste are dried# grapes.)"; break; case "Ice Tea": heal_value = 20; item_type = 1; use_msg[0] = "* (You drink the glass of tea.# It's very watered down.)"; break; case "Green Tea": heal_value = 21; item_type = 1; use_msg[0] = "* (You drink the Green Tea.# Tastes toxic.)"; break; case "Sea Tea": sp_value = 1; item_type = 1; use_msg[0] = "* (You drink the Sea Tea. Your# SOUL speed increases!)"; break; case "Fruitcake": heal_value = 25; item_type = 1; use_msg[0] = "* (You scarf down the Fruitcake.# The Swealterstones burn your# throat!)"; break; case "Spider Donut": heal_value = 12; item_type = 1; use_msg[0] = "* (Don't worry, spider didn't.)"; break; case "Icewater": heal_value = 15; item_type = 1; use_msg[0] = "* (You drink the Icewater.# Definitely has a taste but you# can't describe it.)"; break; case "Oasis Latte": heal_value = 25; item_type = 1; use_msg[0] = "* * (You drink the Latte...)"; break; case "Cnm. Cookie": heal_value = 35; item_type = 1; use_msg[0] = "* (You eat the cookie...)"; break; case "Root Beer": heal_value = 18; item_type = 1; use_msg[0] = "* (You down the Root Beer. The# carbonation tingles!)"; break; case "Feisty Slider": heal_value = 30; item_type = 1; use_msg[0] = "* (You eat the Feisty Slider.# Much like the team, its flavor# is... ambitious.)"; break; case "Gunpowder": heal_value = clamp(global.max_hp_self - global.current_hp_self, 0, 999); item_type = 1; use_msg[0] = "* (You put the gunpowder in your# mouth and nearly choke to# death.) "; break; case "Moss Salad": use_msg[0] = "* (You brace yourself and eat# the Moss Salad.)"; use_msg[1] = "* (The texture can only be# described as \"insolation# esque.\")"; heal_value = 17; item_type = 1; break; case "Grassy Fries": use_msg[0] = "* (You plug your nose and down# the Grassy Fries.)"; use_msg[1] = "* (Is this what life has really# come to?)"; heal_value = 14; item_type = 1; break; case "Flower Stew": use_msg[0] = "* (You make sure Flowey isn't# watching before trying it.)"; use_msg[1] = "* (Mmm... chunky...)"; heal_value = 20; item_type = 1; break; case "Gravity Granola": use_msg[0] = "* (You snack on the Gravity# Granola.)"; use_msg[1] = "* (You can really taste all 9.8# meters!)"; heal_value = 30; item_type = 1; break; case "Dihydrogen Monoxide": use_msg[0] = "* (You drink the H2O. Kinda# tastes like window cleaner...)"; heal_value = 20; item_type = 1; break; case "Popato Chisps": use_msg[0] = "* (You eat the Popato Chisps.# The crunch is deafening.)"; heal_value = 13; item_type = 1; break; case "Beef Jerky": use_msg[0] = "* (You scarf down the Beef# Jerky.)"; use_msg[1] = "* (What a classic flavor.)"; heal_value = 16; item_type = 1; break; case "Cake": use_msg[0] = "* (You enjoy several slices of# cake.)"; use_msg[1] = "* (Delicious!)"; heal_value = 30; item_type = 1; break; case "Floral Cupcake": use_msg[0] = "* (You enjoy the Floral# Cupcake.)"; use_msg[1] = "* (What a rich flavor!)"; heal_value = 50; item_type = 1; break; case "Monster Candy": use_msg[0] = "* (You eat the Monster Candy.)"; use_msg[1] = "* (The taste is faintly# familiar...)"; heal_value = 10; item_type = 1; break; case "Monster Candy+": use_msg[0] = "* (You pop the Monster Candy+ in# your mouth.)"; use_msg[1] = "* (The overwhelming sweetness is# at war with your taste buds.)"; heal_value = 15; item_type = 1; break; case "C-B Strudel": use_msg[0] = "* (You savor the C-B Strudel.)"; use_msg[1] = "* (The taste is strangely# familiar...)"; heal_value = 30; item_type = 1; break; case "Hot Dog": use_msg[0] = "* (You scarf down the 'dog.)"; use_msg[1] = "* (Mmm, hits the spot!)"; heal_value = 20; item_type = 1; break; case "Corn Chowder": use_msg[0] = "* (You nervously drink the Corn# Chowder.)"; use_msg[1] = "* (...Could've been worse.)"; heal_value = 15; item_type = 1; break; case "Wild Revolver": item_type = 4; use_msg[0] = "* (You equipped the# " + string(item) + ".)"; break; case "Toy Gun": item_type = 4; use_msg[0] = "* (You equipped the " + string(item) + ".)"; break; case "Ice Pellets": item_type = 2; atk_value = 6; use_msg[0] = "* (You load the Ice Pellet Ammo.)"; use_msg[1] = "* (Your gun is now cold to the# touch.)"; break; case "Cff Bean Ammo": item_type = 2; atk_value = 4; use_msg[0] = "* (You load the Coffee Beans.)"; use_msg[1] = "* (Your gun now smells delightful.)"; break; case "Super Ammo": item_type = 2; atk_value = 15; use_msg[0] = "* (You load the Super Ammo.)"; use_msg[1] = "* (Your gun now feels lighter# than your conscience.)"; break; case "Nails": item_type = 2; atk_value = 10; use_msg[0] = "* (You load the Nails# into your gun.)"; break; case "Friendliness Pellets": item_type = 2; atk_value = 11; use_msg[0] = "* (You load the Friendliness# Pellets into your gun.)"; break; case "Honeydew Pin": item_type = 3; def_value = 5; use_msg[0] = "* (You pin the Honeydew pin# to your hat.)"; break; case "Band Merch Pin": item_type = 3; def_value = 5; use_msg[0] = "* (You pin the Merch Pin to your# hat.)"; break; case "Steel Buckle": item_type = 3; def_value = 7; use_msg[0] = "* (You attach the Steel Buckle# to your belt.)"; use_msg[1] = "* (Your pants feel sturdier than# ever!)"; break; case "Safety Jacket": item_type = 3; def_value = 6; use_msg[0] = "* (You don the stunning# highlighter yellow jacket.)"; use_msg[1] = "* (You're all ready to take care# of business!)"; break; case "Fancy Holster": item_type = 3; def_value = 7; use_msg[0] = "* (You proudly equip the Fancy# Holster.)"; use_msg[1] = "* (You're ready for anything# now!)"; break; case "Golden Scarf": item_type = 3; def_value = 25; use_msg[0] = "* (You put the Golden Scarf on.#* Your tremendous taste for fashion# makes monsters go easy on you.)"; break; case "Safety Goggles": item_type = 3; def_value = 8; use_msg[0] = "* (You wrap the Safety Goggles# around your hat.)"; use_msg[1] = "* (It looks like it has eyes# now.)"; break; case "Delta Rune Patch": item_type = 3; def_value = 10; use_msg[0] = "* (You attach the Patch to your# vest and begin to feel# something.)"; use_msg[1] = "* (The unwavering hopes and# dreams of Monsterkind.)"; break; case "Silver Scarf": item_type = 3; def_value = 6; use_msg[0] = "* (You wrap the Silver Scarf# around your neck.)"; use_msg[1] = "* (So cozy!)"; break; case "Missing Poster": case "Necklace": item_type = 0; use_msg[0] = "* (You cannot use this item.)"; break; case "Lukewarm Coffee": item_type = 0; use_msg[0] = "* Better not drink it."; use_msg[1] = "* (You could get hotter coffee# elsewhere.)"; break; case "Soggy Mitten": case "Pickaxe": item_type = 0; use_msg[0] = "* (You can't think of a possible# use for it.)"; break; case "Matches": item_type = 0; use_msg[0] = "* (You aren't sure how to safely# start a fire with these.)"; use_msg[1] = "* (They'd probably work in an# emergency.)"; break; case "Snowdin Map": item_type = 0; use_msg[0] = "* (It's accuracy seems# compromised.)"; use_msg[1] = "* (You aren't sure how to use# it.)"; break; case "Videotape": item_type = 0; use_msg[0] = "* (You can't think of a use for# this.)"; break; case "H. Acid": item_type = 0; instance_create_depth(0, 0, -100, obj_steamworks_05_acid_ending); instance_destroy(); break; } if (item_type == 1) { global.item_slot[i] = "Nothing"; if (heal_value > 0) { global.current_hp_self += heal_value; global.current_hp_self = clamp(global.current_hp_self, 0, global.max_hp_self); audio_play_sound(snd_heal, 1, 0); } else if (pp_value > 0) { global.current_pp_self += pp_value; global.current_pp_self = clamp(global.current_pp_self, 0, global.max_pp_self); audio_play_sound(snd_fanpear, 1, 0); } else if (sp_value > 0) { global.current_sp_self += sp_value; global.current_sp_self = clamp(global.current_sp_self, 0, global.max_sp_self); if (arg0 == "Sea Tea") { global.current_hp_self += 10; global.current_hp_self = clamp(global.current_hp_self, 0, global.max_hp_self); } audio_play_sound(snd_fanpear, 1, 0); } else if (rp_value > 0) { global.current_rp_self += rp_value; instance_create(0, 0, obj_cactus_damager); scr_screenshake(12, 6); } if (use_msg[0] != "nothing") { scr_text(); with (msg) { var msg_number = array_length_1d(use_msg); if (global.route == 3) { msg_number = 0; } else { for (i = 0; i < msg_number; i++) message[i] = use_msg[i]; } if (heal_value > 0) { message[msg_number] = "* Healed " + string(heal_value) + " HP!"; if (global.current_hp_self >= global.max_hp_self) message[msg_number] = "* HP maxed out."; } else if (pp_value > 0) { message[msg_number] = "* You gained " + string(pp_value) + " PP!"; if (global.current_pp_self >= global.max_pp_self) message[msg_number] = "* PP maxed out."; } else if (sp_value > 0) { message[msg_number] = "* You gained " + string(sp_value) + " SP!"; if (global.current_sp_self >= global.max_sp_self) message[msg_number] = "* SP maxed out."; } else if (rp_value > 0) { message[msg_number] = "* You will heal for " + string(rp_value) + "# turns!"; if (global.current_rp_self >= global.max_rp_self) message[msg_number] = "* RP maxed out."; } } } } if (item_type == 2) { global.item_slot[i] = global.player_weapon_modifier; global.player_weapon_modifier = item; audio_play_sound(snd_equip_armor, 1, 0); global.player_weapon_modifier_attack = script_execute(scr_determine_weapon_modifier_attack); } if (item_type == 3) { global.item_slot[i] = global.player_armor_modifier; global.player_armor_modifier = item; audio_play_sound(snd_equip_armor, 1, 0); global.player_armor_modifier_defense = script_execute(scr_determine_armor_modifier_defense); } if (item_type == 4) { global.item_slot[i] = global.player_weapon; global.player_weapon = item; global.player_weapon_attack = script_execute(scr_determine_weapon_attack); audio_play_sound(snd_equip_armor, 1, 0); } if (item_type != 1) { if (use_msg[0] != "nothing") { scr_text(); with (msg) { var msg_number = array_length_1d(use_msg); for (i = 0; i < msg_number; i++) message[i] = use_msg[i]; } } } if (item_type != 0) { for (var n = 1; n < 8; n++) { if (global.item_slot[n] == "Nothing" && global.item_slot[n + 1] != "Nothing") { global.item_slot[n] = global.item_slot[n + 1]; global.item_slot[n + 1] = "Nothing"; n = 1; } } } }