// SSRPG Idle By: xXAceShadowXx, Raeborga, and Fyda // v1.0 // huge thanks to Ofek DarkLucifer69 and InfinitySamurai disable hud disable player var shortTermTimer = 0 var resourceautotimer = 0 var maxautotimer = 0 var totalTicks = 0 var dialogue = 1 var resourceselected = 0 var gameStage = 0 var display = 0 var abletomove = 0 var resourcesunlocked = 0 var maths=0 var maths2 = 0 var upgradesunlocked = 0 var selectedsection = 2 var itemnext=0 var unlockeditems = 0 var stonewoodconversionratio = 100 var woodtarconversionratio = 100 var tarbronzeconversionratio = 100 var karma = 0 var reward = 0 //make cheat 1 if you want to cheat :p var cheat = 0 var locationstarting = 0 // get the bottom 2 lines of the screen so we can draw instructions there var instructionsLine1 instructionsLine1 = screen.h - 2 var instructionsLine2 instructionsLine2 = screen.h - 1 // Upgrade table positions and widths var columnWidth = 17 var upgradeColumnStartPosX = 17 var upgradeTableStartYPos = 5 // Position of the cursor for upgrades var cursorPosX = 14 var cursorPosY = 6 var upgradeselectedX = 1 var upgradeselectedY = 1 var upgradeselectedMaxY = 1 //totalmultiplier stuff var totalmultiplier = 1 totalmultiplier = stonemultiplier + woodmultiplier + tarmultiplier + bronzemultiplier + 1 //items var item1price = 2000 var item2price = 4000 var item3price = 8000 //upgrade vars //cap var capupgradepriceincrease = 100 var capupgrademultiplyer = 100 //click amnt var clickupgradepriceincrease = 2 var clickupgradeamountincrease = 1 //auto var autoupgradepriceincrease = 100 var autoupgradeamountincrease = 1 //auto max var autostorageupgradepriceincrease = 1000 var autostorageupgradeamountincrease = 1 //multiplier var multiplierupgradepriceincrease = 2 var multiplierupgradeamountincrease = 1 // stone vars var stones = 0 var stoneupgradeunlocks = 0 var stonecap = 50 var stoneclick = 1 var stoneauto = 0 var stoneautostorage = 0 var stonemultiplier = 0 //stone prices var stonecapupgrade = 50 var stoneclickupgrade = 100 var stoneautoupgrade = 200 var stoneautostorageupgrade = 500 var stonemultiplierupgrade = 751 //wood vars var wood = 0 var woodupgradeunlocks = 0 var woodcap = 50 var woodclick = 1 var woodauto = 0 var woodautostorage = 0 var woodmultiplier = 0 //wood prices var woodcapupgrade = 50 var woodclickupgrade = 100 var woodautoupgrade = 100 var woodautostorageupgrade = 1000 var woodmultiplierupgrade = 1500 //tar vars var tar = 0 var tarupgradeunlocks = 0 var tarcap = 50 var tarclick = 1 var tarauto = 0 var tarautostorage = 0 var tarmultiplier = 0 //tar prices var tarcapupgrade = 50 var tarclickupgrade = 100 var tarautoupgrade = 100 var tarautostorageupgrade = 1000 var tarmultiplierupgrade = 1500 //bronze vars var bronze = 0 var bronzeupgradeunlocks = 0 var bronzecap = 50 var bronzeclick = 1 var bronzeauto = 0 var bronzeautostorage = 0 var bronzemultiplier = 0 //bronze prices var bronzecapupgrade = 50 var bronzeclickupgrade = 100 var bronzeautoupgrade = 100 var bronzeautostorageupgrade = 1000 var bronzemultiplierupgrade = 1500 // artwork // shopkeeper var shopkeeperArt ="\n ^#######.-.###\n ^######(==')##\n ^#####[>`.´###\n ^######\/|\o##\n ^####<¯¯] \###\n ^####´¯¯`#####" // shady guy var shadyGuyArt ="\n ^######_####\n ^#####{ )###\n ^###┌┐_/`###\n ^####│/ /\##\n ^####│#(\_|_" // Stan var stanArt = "\n ^######.-.####\n ^####O(-- )###\n ^####\_`.´_###\n ^#######╤#O,\n ^######/#\##" // Arvid var arvidArt = "\n ^#######.-.#♣\n ^######(~~ )├\n ^#######`.´_,\n ^####>8´#╤##┤\n ^#######/#\#├" // Blakely var blakelyArt = "\n ^##########_,~#\n ^#####_,-.( )##\n ^####(~) ∞.´\\#\n ^#####¯#`-´##``" // black box var blackBoxArt = "\n ^######_\`-´/##\n ^#####|\ \_/ \#\n ^#####| \_____\\n ^####╔══| |\n ^####!| | ??? |\n ^####:.\|_____|" var item1 = "\n\n\n ^##### _o/¯\####\n ^#####/.¯, /`O##\n ^#####¯¯`¯¯¯¯¯" // hang-glider var item2 = "\n ^##############\n ^###,####/ |######,\n ^##,####/ |#####,#\n ^#/¯¯¯¯¯¯¯¯¯¯¯¯¯¯/#\n ^/______________/`#\n ^/____|\O/|;____/##\n ^#####\¯¯¯/########\n ^####o´¯¯¯`o#######" var item3 = " ^####|\#####\n ^####| \####\n ^####\ \###\n ^#####\ |###\n ^#####|\|###\n ^/\___|___/\\n ^\ \_______/\n ^#`-------´###" // Walker var walkerArt = "\n ^######♫#└O┘#####\n ^#######./|)#####\n ^######_|/ \\_###\n ^#_###/\`¯¯¯'/###\n ^::\-/ /`-|-'\###\n ^.;/-'O###O###O##\n ^.¯#..)###|###(" ?cheat = 1 karma ++ stoneclick = 1000 woodclick = 1000 tarclick = 1000 bronzeclick = 1000 // Setup //clearing the screen >`0,0,#ffffff, ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n shortTermTimer ++ totalTicks ++ resourceautotimer ++ maxautotimer++ // auto production ?resourceautotimer >= 10 | reward = 2 & resourcetimer = 1 stones = stones + stoneauto stones = stones - woodauto wood = wood+ woodauto wood = wood - tarauto tar = tar + tarauto tar = tar - bronzeauto bronze = bronze + bronzeauto resourceautotimer = 0 ?maxautotimer > 150 stonecap = stonecap + stoneautostorage woodcap = woodcap+ woodautostorage tarcap = tarcap + tarautostorage bronzecap = bronzecap + bronzeautostorage maxautotimer = 0 // upgrade names ?upgradesunlocked > 0 var descriptionColumnStartPosX = 0 >`@descriptionColumnStartPosX@,@upgradeTableStartYPos@,#ffffff,\n ^Storage Space\n ?upgradesunlocked > 1 >`@descriptionColumnStartPosX@,@upgradeTableStartYPos@,#ffffff,\n\n ^Tools\n ?upgradesunlocked > 2 >`@descriptionColumnStartPosX@,@upgradeTableStartYPos@,#ffffff,\n\n\n ^Workers\n ?upgradesunlocked > 3 >`@descriptionColumnStartPosX@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n ^Expanding Storage\n ?upgradesunlocked > 4 >`@descriptionColumnStartPosX@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n\n ^Multiplier // code resources // items ?itemnext = 1 >`15,14,#ffffff, ^@item1@\n ^Cost: @item1price@ Stones ?itemnext = 2 >`35,13,#ffffff, ^@item2@\n ^Cost: @item2price@ Wood ?itemnext = 3 >`45,15,#ffffff, ^@item3@\n ^Cost: @item3price@ Tar ?unlockeditems > 0 >`15,17,#ffffff, ^@item1@\n ?unlockeditems > 1 >`35,13,#ffffff, ^@item2@\n ?unlockeditems > 2 >`45,15,#ffffff, ^@item3@\n // upgrade code var stoneColumnPos = upgradeColumnStartPosX ?stoneupgradeunlocks > 0 >`@stoneColumnPos@,@upgradeTableStartYPos@,#888c8d, ^ Stone Upgrades\n >`@stoneColumnPos@,@upgradeTableStartYPos@,#ffffff,\n ^ Cost: @stonecapupgrade@\n ?stoneupgradeunlocks >1 >`@stoneColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n ^ Cost: @stoneclickupgrade@\n ?stoneupgradeunlocks >2 >`@stoneColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n ^ Cost: @stoneautoupgrade@\n ?stoneupgradeunlocks >3 >`@stoneColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n ^ Cost: @stoneautostorageupgrade@\n ?stoneupgradeunlocks >4 >`@stoneColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n\n ^ Cost: @stonemultiplierupgrade@ var woodColumnPos = upgradeColumnStartPosX + columnWidth ?woodupgradeunlocks > 0 >`@woodColumnPos@,@upgradeTableStartYPos@,#caa472, ^ Wood Upgrades\n >`@woodColumnPos@,@upgradeTableStartYPos@,#ffffff,\n ^ Cost: @woodcapupgrade@\n ?woodupgradeunlocks >1 >`@woodColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n ^ Cost: @woodclickupgrade@\n ?woodupgradeunlocks >2 >`@woodColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n ^ Cost: @woodautoupgrade@\n ?woodupgradeunlocks >3 >`@woodColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n ^ Cost: @woodautostorageupgrade@\n ?woodupgradeunlocks >4 >`@woodColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n\n ^ Cost: @woodmultiplierupgrade@ var tarColumnPos = upgradeColumnStartPosX + columnWidth * 2 ?tarupgradeunlocks > 0 >`@tarColumnPos@,@upgradeTableStartYPos@,#4d4e4f, ^ Tar Upgrades\n >`@tarColumnPos@,@upgradeTableStartYPos@,#ffffff,\n ^ Cost: @tarcapupgrade@\n ?tarupgradeunlocks >1 >`@tarColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n ^ Cost: @tarclickupgrade@\n ?tarupgradeunlocks >2 >`@tarColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n ^ Cost: @tarautoupgrade@\n ?tarupgradeunlocks >3 >`@tarColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n ^ Cost: @tarautostorageupgrade@\n ?tarupgradeunlocks >4 >`@tarColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n\n ^ Cost: @tarmultiplierupgrade@ var bronzeColumnPos = upgradeColumnStartPosX + columnWidth * 3 ?bronzeupgradeunlocks > 0 >`@bronzeColumnPos@,@upgradeTableStartYPos@,#cd7f32, ^ Bronze Upgrades\n >`@bronzeColumnPos@,@upgradeTableStartYPos@,#ffffff,\n ^ Cost: @bronzecapupgrade@\n ?bronzeupgradeunlocks >1 >`@bronzeColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n ^ Cost: @bronzeclickupgrade@\n ?bronzeupgradeunlocks >2 >`@bronzeColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n ^ Cost: @bronzeautoupgrade@\n ?bronzeupgradeunlocks >3 >`@bronzeColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n ^ Cost: @bronzeautostorageupgrade@\n ?bronzeupgradeunlocks >4 >`@bronzeColumnPos@,@upgradeTableStartYPos@,#ffffff,\n\n\n\n\n ^ Cost: @bronzemultiplierupgrade@ // top bar display //one more then you think it is :D ?display = 1 >`@stoneColumnPos@,0,#ffffff, o @stones@ ?display >1 >`@stoneColumnPos@,0,#ffffff, o @stones@/@stonecap@ ?display > 2 >`@woodColumnPos@,0,#ffffff, _/`@wood@/@woodcap@ ?display > 3 >`@tarColumnPos@,0,#ffffff, ≈@tar@/@tarcap@ ?display > 4 >`@bronzeColumnPos@,0,#ffffff, :.@bronze@/@bronzecap@ // clicking ?key = bumpREnd ?resourceselected=1 stones = stones + stoneclick ?resourceselected=2 ?stones >= stonewoodconversionratio wood = wood + woodclick stones = stones - stonewoodconversionratio ?resourceselected=3 ?wood >= woodtarconversionratio tar = tar + tarclick wood = wood - woodtarconversionratio ?dialogueonoff = 7 dialogueonoff = 1 ?resourceselected=4 ?tar >= tarbronzeconversionratio bronze = bronze + bronzeclick tar = tar - tarbronzeconversionratio ?dialogueonoff = 10 dialogueonoff = 1 //game sequence stuff ?resourceselected=0 gameStage ++ resourceselected=1 shortTermTimer=0 //cap restriction on resources ?stones > stonecap stones = stonecap ?wood > woodcap wood = woodcap ?tar > tarcap tar = tarcap ?bronze > bronzecap bronze = bronzecap // cursor ?abletomove > 0 >`@cursorPosX@,@cursorPosY@,#ffffff,--> // area / resource selected ?resourcesunlocked>1 ?resourceselected=1 >`3,2,#ffffff, ^______________________\n ^│< Rocky Plateau >│\n ^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ?resourceselected=2 >`3,2,#ffffff, ^______________________\n ^│< Deadwood Canyon >│\n ^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ?resourceselected=3 >`3,2,#ffffff, ^______________________\n ^│< Caves of Fear >│\n ^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ?resourceselected=4 >`3,2,#ffffff, ^______________________\n ^│< Boiling Mine >│\n ^¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // moving //shift key stuff selectedsection=2 ?key = ability1 selectedsection=1 //general moving ?abletomove > 0 //left ?key = leftBegin //area ?selectedsection = 1 resourceselected -- ?resourceselected < 1 resourceselected = 1 //upgrades ? selectedsection = 2 upgradeselectedX-- cursorPosX-- cursorPosX=cursorPosX-columnWidth+1 maths = upgradeColumnStartPosX-3 ?cursorPosX < maths cursorPosX = maths ?upgradeselectedX<1 upgradeselectedX=1 //right ?key = rightBegin //area ?selectedsection = 1 resourceselected ++ ?resourceselected > resourcesunlocked resourceselected = resourcesunlocked //upgrades ? selectedsection = 2 cursorPosX++ upgradeselectedX++ cursorPosX=columnWidth+cursorPosX-1 maths = resourcesunlocked*columnWidth+14 ?cursorPosX > maths cursorPosX = maths ?upgradeselectedX>resourcesunlocked upgradeselectedX=resourcesunlocked //up ?key=upBegin ? selectedsection = 2 cursorPosY-- upgradeselectedY-- ?cursorPosY < 6 cursorPosY=6 ?upgradeselectedY<1 upgradeselectedY=1 //down ?key=downBegin ? selectedsection = 2 cursorPosY++ upgradeselectedY++ maths = cursorposy// ?cursorPosY > 10 cursorPosY=10 ?upgradeselectedX = 1 ?upgradeselectedY > stoneupgradeunlocks upgradeselectedY = stoneupgradeunlocks ?upgradeselectedX = 2 ?upgradeselectedY > woodupgradeunlocks upgradeselectedY = woodupgradeunlocks ?upgradeselectedX = 3 ?upgradeselectedY > tarupgradeunlocks upgradeselectedY = tarupgradeunlocks ?upgradeselectedX = 4 ?upgradeselectedY > bronzeupgradeunlocks upgradeselectedY = bronzeupgradeunlocks ?upgradeselectedMaxY>5 upgradeselectedMaxY=5 //TODO - resourceselected 3 //fixes because this code is bad ?cursorPosY < 6 cursorPosY=6 ?upgradeselectedY< 1 upgradeselectedY = 1 // actually upgrading hopefully ?key = backEnd // items ?selectedsection = 1 ?itemnext = 1 & stones >= item1price stones = stones - item1price resourcesunlocked = 2 woodupgradeunlocks ++ display = 3 itemnext = 0 unlockeditems = 1 dialogueonoff = 1 ?itemnext = 2 ?wood >= item2price wood = wood - item2price resourcesunlocked = 3 tarupgradeunlocks ++ display = 4 itemnext = 0 dialogueonoff = 1 unlockeditems = 2 ?itemnext = 3 ?tar >= item3price tar = tar - item3price resourcesunlocked =4 bronzeupgradeunlocks ++ display = 5 itemnext = 0 dialogueonoff = 1 unlockeditems = 3 //stones ?selectedsection = 2 ?upgradeselectedX = 1 //cap ?upgradeselectedY = 1 & stones >= stonecapupgrade stones = stones - stonecapupgrade stonecapupgrade = stonecapupgrade+capupgradepriceincrease stonecap=stonecap+capupgrademultiplyer*totalmultiplier //click amnt ?upgradeselectedY = 2 & stones >= stoneclickupgrade stones = stones - stoneclickupgrade ?reward = 1 stoneclickupgrade = stoneclickupgrade+100 : stoneclickupgrade = stoneclickupgrade*clickupgradepriceincrease stoneclick=stoneclick+clickupgradeamountincrease*totalmultiplier //auto ?upgradeselectedY = 3 & stones >= stoneautoupgrade stones = stones - stoneautoupgrade stoneautoupgrade = stoneautoupgrade+autoupgradepriceincrease stoneauto=stoneauto+autoupgradeamountincrease*totalmultiplier karma++ //auto max ?upgradeselectedY = 4 & stones >= stoneautostorageupgrade stones = stones - stoneautostorageupgrade stoneautostorageupgrade = stoneautostorageupgrade+autostorageupgradepriceincrease stoneautostorage=stoneautostorage+autostorageupgradeamountincrease*totalmultiplier //multiplier ?upgradeselectedY = 5 & stones >= stonemultiplierupgrade stones = stones - stonemultiplierupgrade stonemultiplierupgrade = (stonemultiplierupgrade*multiplierupgradepriceincrease)+3000 stonemultiplier=stonemultiplier+multiplierupgradeamountincrease //wood ?upgradeselectedX = 2 //cap ?upgradeselectedY = 1 & wood >= woodcapupgrade wood = wood - woodcapupgrade woodcapupgrade = woodcapupgrade+capupgradepriceincrease woodcap=woodcap+capupgrademultiplyer*totalmultiplier //click amnt ?upgradeselectedY = 2 & wood >= woodclickupgrade wood = wood - woodclickupgrade ?reward = 1 woodclickupgrade = woodclickupgrade+100 : woodclickupgrade = woodclickupgrade*clickupgradepriceincrease woodclick=woodclick+clickupgradeamountincrease*totalmultiplier //auto ?upgradeselectedY = 3 & wood >= woodautoupgrade wood = wood - woodautoupgrade woodautoupgrade = woodautoupgrade+autoupgradepriceincrease woodauto=woodauto+autoupgradeamountincrease*totalmultiplier karma++ //auto max ?upgradeselectedY = 4 & wood >= woodautostorageupgrade wood = wood - woodautostorageupgrade woodautostorageupgrade = woodautostorageupgrade+autostorageupgradepriceincrease woodautostorage=woodautostorage+autostorageupgradeamountincrease*totalmultiplier //multiplier ?upgradeselectedY = 5 & wood >= woodmultiplierupgrade wood = wood - woodmultiplierupgrade woodmultiplierupgrade = (woodmultiplierupgrade*multiplierupgradepriceincrease)+3000 woodmultiplier=woodmultiplier+multiplierupgradeamountincrease //tar ?upgradeselectedX = 3 //cap ?upgradeselectedY = 1 & tar >= tarcapupgrade tar = tar - tarcapupgrade tarcapupgrade = tarcapupgrade+capupgradepriceincrease tarcap=tarcap+capupgrademultiplyer*totalmultiplier //click amnt ?upgradeselectedY = 2 & tar >= tarclickupgrade tar = tar - tarclickupgrade ?reward = 1 tarclickupgrade = tarclickupgrade+100 : tarclickupgrade = tarclickupgrade*clickupgradepriceincrease tarclick=tarclick+clickupgradeamountincrease*totalmultiplier //auto ?upgradeselectedY = 3 & tar >= tarautoupgrade tar = tar - tarautoupgrade tarautoupgrade = tarautoupgrade+autoupgradepriceincrease tarauto=tarauto+autoupgradeamountincrease*totalmultiplier karma++ //auto max ?upgradeselectedY = 4 & tar >= tarautostorageupgrade tar = tar - tarautostorageupgrade tarautostorageupgrade = tarautostorageupgrade+autostorageupgradepriceincrease tarautostorage=tarautostorage+autostorageupgradeamountincrease*totalmultiplier //multiplier ?upgradeselectedY = 5 & tar >= tarmultiplierupgrade tar = tar - tarmultiplierupgrade tarmultiplierupgrade = (tarmultiplierupgrade*multiplierupgradepriceincrease)+3000 tarmultiplier=tarmultiplier+multiplierupgradeamountincrease //bronze ?upgradeselectedX = 4 //cap ?upgradeselectedY = 1 & bronze >= bronzecapupgrade bronze = bronze - bronzecapupgrade bronzecapupgrade = bronzecapupgrade+capupgradepriceincrease bronzecap=bronzecap+capupgrademultiplyer*totalmultiplier //click amnt ?upgradeselectedY = 2 & bronze >= bronzeclickupgrade bronze = bronze - bronzeclickupgrade ?reward = 1 bronzeclickupgrade = bronzeclickupgrade+100 : bronzeclickupgrade = bronzeclickupgrade*clickupgradepriceincrease bronzeclick=bronzeclick+clickupgradeamountincrease*totalmultiplier //auto ?upgradeselectedY = 3 & bronze >= bronzeautoupgrade bronze = bronze - bronzeautoupgrade bronzeautoupgrade = bronzeautoupgrade+autoupgradepriceincrease bronzeauto=bronzeauto+autoupgradeamountincrease*totalmultiplier karma++ //auto max ?upgradeselectedY = 4 & bronze >= bronzeautostorageupgrade bronze = bronze - bronzeautostorageupgrade bronzeautostorageupgrade = bronzeautostorageupgrade+autostorageupgradepriceincrease bronzeautostorage=bronzeautostorage+autostorageupgradeamountincrease*totalmultiplier //multiplier ?upgradeselectedY = 5 & bronze >= bronzemultiplierupgrade bronze = bronze - bronzemultiplierupgrade bronzemultiplierupgrade = (bronzemultiplierupgrade*multiplierupgradepriceincrease)+3000 bronzemultiplier=bronzemultiplier+multiplierupgradeamountincrease //getting the menu to work fully ?upgradeselectedX = 1 maths2 = cursorPosY - 5 ?stoneupgradeunlocks < maths2 cursorPosY = stoneupgradeunlocks + 5 upgradeselectedY = stoneupgradeunlocks ?upgradeselectedX = 2 maths2 = cursorPosY - 5 ?woodupgradeunlocks < maths2 cursorPosY = woodupgradeunlocks + 5 upgradeselectedY = woodupgradeunlocks ?upgradeselectedX = 3 maths2 = cursorPosY - 5 ?tarupgradeunlocks < maths2 cursorPosY = tarupgradeunlocks + 5 upgradeselectedY = tarupgradeunlocks ?upgradeselectedX = 4 maths2 = cursorPosY - 5 ?bronzeupgradeunlocks < maths2 cursorPosY = bronzeupgradeunlocks + 5 upgradeselectedY = bronzeupgradeunlocks // dialog // Dialogue strings for intro sequence // ======================================================= var dialogueIntro9 = " o" var dialogueIntro0 = " PRESS C TO BEGIN" var dialogueIntro1 = " You see nothing." var dialogueIntro2 = " You hear nothing." var dialogueIntro3 = " Wait --" var dialogueIntro4 = " Didn't we just do this?" var dialogueIntro5 = " Let me put this back." var dialogueIntro6 = " Now you can get to collecting those stones." // start sequence ?gameStage = 0 ?shortTermTimer >=100 & gameStage = 0 & shortTermTimer <= 130 >`15,15,#ffffff,@dialogueIntro9@ ?shortTermTimer >= 160 shortTermTimer = 99 ?totalTicks > 200 & gameStage = 0 >`15,17,#ffffff,@dialogueIntro0@ //intro ?shortTermTimer >= 0 & gameStage = 1 >`15,17,#ffffff,@dialogueIntro1@ ?shortTermTimer >= 50 shortTermTimer=0 gameStage=2 ?shortTermTimer >= 0 & gameStage = 2 >`15,17,#ffffff,@dialogueIntro2@ ?shortTermTimer = 90 shortTermTimer=0 gameStage=3 var helpnumber = 0 ?shortTermTimer >= 30 & gameStage = 3 >`15,17,#ffffff,@dialogueIntro3@ ?shortTermTimer > 50 & shortTermTimer < 100 >`15,17,#ffffff,@dialogueIntro4@ ?shortTermTimer >= 100 & shortTermTimer < 150 >`15,17,#ffffff,@dialogueIntro5@ ?shortTermTimer >= 150 display = 1 ?shortTermTimer >= 150 //playing the game >`15,17,#ffffff,@dialogueIntro6@ helpnumber = 1 ?stones >= 10 gameStage = 4 shortTermTimer = 0 ?stones >= 30 & stoneupgradeunlocks = 0 stoneupgradeunlocks = 1 gameStage = 5 shortTermTimer = 0 display = 2 // introducing upgrades var dialogueUpgrades0 = "Looks like you're having trouble carrying all those stones." var dialogueUpgrades1 = "Why don't you put them down?" var dialogueUpgrades2 = "Are you afraid someone will steal them?" var dialogueUpgrades3 = "Don't worry, I'll keep an eye on them." var dialogueUpgrades4 = "You want to collect more stones?" var dialogueUpgrades5 = "You can make a bigger pile, but it'll be messy..." var dialogueUpgrades6 = "I can sell you some tarps to hold it together." // trigger at 90 stones: introduce shadowy dude who will bring in "workers" for a price var sequence1number1 = "Well hello there." var sequence1number2 = "This is a cute operation you've got going on." var sequence1number3 = "You won't get very far here all alone, though." var sequence1number4 = "But don't worry, I can help. I know a guy." var sequence1number5 = "And he knows a guy." var sequence1number6 = "Long story short, I can get you some good workers... for a price." var sequence1number7 = "They're not easy to find... or convince. But they do like resources." var sequence1number8 = "So how about it? I get you workers, you pay me a finder's fee." var sequence1number9 = "My guys always love new customers." var sequence1number10 = "Bring me 200 stones and I might be able to set something up." var sequence1number11 = "Oh, they call you Pusher, eh? Good to know." var sequence1number12 = "Be seeing you, Pusher..." // introduce upgrades var sequence2number1 = "Oh, are these upgrades too slow for you?" var sequence2number2 = "Tsk. I'm running a business here." var sequence2number3 = "But, hey... I'm always looking for new investors." var sequence2number4 = "Invest some capital upfront, and I'll reward you..." var sequence2number5 = "... by applying a multiplier to the upgrades you buy." var sequence2number6 = "The more you invest, the more you get from future upgrades." // introduce stan at ??? stones var sequence3number1 = "I found you a resource. This here is Stan." var sequence3number2 = "Stan will get you wood." var sequence3number3 = "He's... really, really, really into collecting stones." var sequence3number4 = "Just let him do his thing." var sequence3number5 = "" // load stanArt var sequence3number6 = "Hi." //different color var sequence3number7 = "You see him softly petting a rock in his hand." // stan offers to trade you 1 click of wood for 100 stones var sequence3number8 = "I need a lot of stones." var sequence3number9 = "No, you don't need to know why." var sequence3number10 = "You see those trees down there? I'll get you one trip's worth of wood for 100 stones." var sequence3number11 = "You need to find a way down, though." // unlock Deadwood var sequence4number1 = " Why did you throw all those stones off that cliff?" var sequence4number2 = " ... Never mind." var sequence4number3 = " Anyway, you've made a nice slope to walk down." var sequence4number4 = " Now you can go into Deadwood Canyon." // introduce arvid at ??? wood var sequence5number1 = "Here's another one you can use. Arvid's... alright." var sequence5number2 = "Arvid barely glances at you before staring into the trees." var sequence5number2 = "Don't let him dawdle. Last boss caught him staring at birds all the time." var sequence5number3 = "He can probably build you a kiln without messing it up." var sequence5number4 = "It'll cost you, though." // unlock Caves var sequence6number1 = "While collecting wood, you spot a sinkhole leading into the Caves of Fear." var sequence6number2 = "Back at camp, you mention it to Arvid, who stares into the distance for a while." var sequence6number3 = "Then, he fetches his knife and starts whittling." var sequence6number4 = "You wake up the next day and see a... hang-glider next to you." var sequence6number5a = "That scoundrel took " var sequence6number5b = " wood to do it, too." // convert wood to tar var sequence7number1 = "You go to one of Arvid's kilns and put some chopped wood into it." var sequence7number2 = "A few hours later, tar pours out of it. It makes a mess." var sequence7number3 = "This seems really inefficient. Maybe you can improve it?" // introducing tar worker Blakely var sequence8number1 = "You hear the skittering approach of a large spider." var sequence8number2 = "Clicking and hissing, she deftly pushes together a clump of tar and flings it at you." var sequence8number3 = "You decide to call her Blakely. She doesn't seem aggressive, yet." // unlock Mine var sequence9number1 = "You haven't used your canoe in a while, so you apply some tar to its hull for waterproofing." var sequence9number2 = "There! Good as new. You find some canvas and add a sail." var sequence9number3 = "Taking it out to the river to try it out, you spot the familiar Bronze Gate." var sequence9number4 = "With all the workers gone, you can probably find lots of bronze for the taking." // convert tar to bronze var sequence10number1 = "You find a black box with a funnel at the top and an opening in the side." var sequence10number2 = "The funnel, box, and opening are labelled 'TAR', '???', and 'PROFIT!'" var sequence10number3 = "You pour in some tar. The machine whirs and chugs, then spits out some bronze." var sequence10number4 = "That was only mildly profitable." // if auto upgrades var sequence11number1 = "You find a Mine Walker. It is heavily dented, but it still works." var sequence11number2 = "After using the Mind Stone on it, you manage to get the Walker up and running." var sequence11number3 = "Maybe you can use it to keep your 'workers' in line." // good ending - if no auto upgrades, then shopkeep gives you a large boost to clicking and thanks you, you never see @shadyguyname@ again // price of click upgrades stops doubling, and instead increases by @number@ per upgrade var sequence12anumber1 = "Hey, I don't usually like to interrupt, but..." var sequence12anumber2 = "Good call on not making any deals with that guy in the robe." var sequence12anumber3 = "Some say he's a genius who invented new ways of harvesting and producing resources, but..." var sequence12anumber4 = "Just between you and me, I'm pretty sure he uses slave labour to work all those 'miracles'." var sequence12anumber5 = "I prefer to deal with people who keep their hands clean." var sequence12anumber6 = "So, as a gesture of my appreciation, I'll lower the price of my tools." var sequence12anumber7 = "Consider it a discount for good conduct." // here I disable auto upgrades permanently // bad ending - if you bought any auto upgrades var sequence12bnumber1 = "Well hello there. Again." var sequence12bnumber2 = "I see you're getting decent use out of these resources." var sequence12bnumber3 = "Did you know that you are the one who made my business possible?" var sequence12bnumber4 = "Acropolis had total control of the slave market until you let them out of the Boiling Mines." var sequence12bnumber5 = "Because you are such a loyal customer and made this possible, I will give you my best Dominotaur." var sequence12bnumber6 = "Your production should increase tenfold." var sequence12bnumber7 = "Again, you have my thanks." var sequence12bnumber8 = "Be seeing you..." // ======================================================= //start of upgrades ?gameStage = 5 ?shortTermTimer > 30 & shortTermTimer < 120 >`15,17,#ffffff,@dialogueUpgrades0@ ?shortTermTimer > 120 & shortTermTimer < 210 >`15,17,#ffffff,@dialogueUpgrades1@ ?shortTermTimer > 210 & shortTermTimer < 300 >`15,17,#ffffff,@dialogueUpgrades2@ ?shortTermTimer > 300 & shortTermTimer < 390 >`15,17,#ffffff,@dialogueUpgrades3@ ?shortTermTimer > 570 gameStage = 6 shortTermTimer = 0 ?stones = 50 & gameStage < 6 gameStage = 6 shortTermTimer = 0 ?gameStage = 6 ?shortTermTimer > 0 & shortTermTimer <90 >`15,17,#ffffff,@dialogueUpgrades4@ ?shortTermTimer > 90 & shortTermTimer < 180 >`15,17,#ffffff,@dialogueUpgrades5@ ?shortTermTimer > 180 & shortTermTimer < 270 >`15,17,#ffffff,@dialogueUpgrades6@ stoneupgradeunlocks = 1 abletomove= 1 ?stonecap > 60 shortTermTimer = 0 stoneupgradeunlocks = 2 gameStage = 7 abletomove = 1 upgradesunlocked = 2 // UNLOCKS ?stones >= 90 & stoneupgradeunlocks < 3 stoneupgradeunlocks=3 upgradesunlocked = 3 dialogueonoff = 1 //once you get 90 stones auto click shows up ?stoneupgradeunlocks <4 & stones >= 300 stoneupgradeunlocks = 4 upgradesunlocked = 4 //once you get 300 stones auto cap shows up ?stoneupgradeunlocks <5 & stones > 650 stoneupgradeunlocks = 5 upgradesunlocked = 5 dialogueonoff = 1 //once you get 650 stones the multiplier shows up ?stones >= 1200 & itemnext < 1 ?resourcesunlocked = 0 itemnext = 1 dialogueonoff = 1 ?wood >= 40 & woodupgradeunlocks < 2 woodupgradeunlocks=2 ?wood >= 90 & woodupgradeunlocks < 3 woodupgradeunlocks=3 ?woodupgradeunlocks <4 & wood > 700 woodupgradeunlocks = 4 ?woodupgradeunlocks <5 & wood > 1200 woodupgradeunlocks = 5 ?wood >= 2000 & itemnext < 2 ?resourcesunlocked = 2 itemnext = 2 dialogueonoff = 1 ?tar >= 40 & tarupgradeunlocks < 2 tarupgradeunlocks=2 ?tar >= 90 & tarupgradeunlocks < 3 tarupgradeunlocks=3 ?tarupgradeunlocks <4 & tar > 700 tarupgradeunlocks = 4 dialogueonoff = 1 ?tarupgradeunlocks <5 & tar > 1200 tarupgradeunlocks = 5 ?tar >= 3000 & itemnext < 3 ? resourcesunlocked = 3 itemnext = 3 ?bronze >= 40 & bronzeupgradeunlocks < 2 bronzeupgradeunlocks=2 ?bronze >= 90 & bronzeupgradeunlocks < 3 bronzeupgradeunlocks=3 ?bronzeupgradeunlocks <4 & bronze > 700 bronzeupgradeunlocks = 4 ?bronzeupgradeunlocks <5 & bronze > 1200 bronzeupgradeunlocks = 5 dialogueonoff = 1 var boxPosX = 0 var boxPosY = 0 ?locationstarting = 0 boxPosX = screen.w - 16 boxPosY = 0 locationstarting=1 var dialogueinsequence = 12 var dialogueonoff = 0 var dialogueboxPosX = 0 var dialogueboxPosY = 0 var dialoguenumber = 1 var sequence = 1 func SetVarstoZero() dialogueonoff = 0 dialoguenumber = 1 sequence ++ ?dialogueonoff = 1 >`@dialogueboxPosX@,@dialogueboxPosY@,#ffffff, ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n ^ \n >`@boxPosX@,@boxPosY@,#ffffff, ^┌──────────────┐\n ^│ │\n ^│ │\n ^│ │\n ^│ │\n ^│ │\n ^│ │\n ^└──────────────┘ // if Enter is pressed ?key = bumpLEnd dialoguenumber++ ?sequence = 1 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence1number1@ :?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence1number2@ :?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence1number3@ :?dialoguenumber = 4 >`1,1,#ffffff,\n\n\n ^@sequence1number4@ :?dialoguenumber = 5 >`1,1,#ffffff,\n\n\n\n ^@sequence1number5@ :?dialoguenumber = 6 >`1,1,#ffffff,\n\n\n\n\n ^@sequence1number6@ :?dialoguenumber = 7 >`1,1,#ffffff,\n\n\n\n\n\n ^@sequence1number7@ :?dialoguenumber = 8 >`1,1,#ffffff,\n\n\n\n\n\n\n ^@sequence1number8@ :?dialoguenumber = 9 >`1,1,#ffffff,\n\n\n\n\n\n\n\n ^@sequence1number9@ :?dialoguenumber = 10 >`1,1,#ffffff,\n\n\n\n\n\n\n\n\n ^@sequence1number10@ :?dialoguenumber = 11 >`1,1,#ffffff,\n\n\n\n\n\n\n\n\n\n ^@sequence1number11@ :?dialoguenumber = 12 >`1,1,#ffffff,\n\n\n\n\n\n\n\n\n\n\n ^@sequence1number12@ :?dialoguenumber = 13 SetVarstoZero() ?sequence = 2 >`@boxPosX@,@boxPosY@,#ffffff,@shopkeeperArt@ ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence2number1@ ?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence2number2@ ?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence2number3@ ?dialoguenumber = 4 >`1,1,#ffffff,\n\n\n ^@sequence2number4@ ?dialoguenumber = 5 >`1,1,#ffffff,\n\n\n\n ^@sequence2number5@ ?dialoguenumber = 6 >`1,1,#ffffff,\n\n\n\n\n ^@sequence2number6@ ?dialoguenumber = 7 SetVarstoZero() ?sequence = 3 ?dialoguenumber = 1 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff, ^@sequence3number1@ ?dialoguenumber = 2 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff,\n ^@sequence3number2@ ?dialoguenumber = 3 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff,\n\n ^@sequence3number3@ ?dialoguenumber = 4 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff,\n\n\n ^@sequence3number4@ ?dialoguenumber = 5 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#afafaf,\n\n\n\n ^@sequence3number5@ ?dialoguenumber = 6 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#ffffff,\n\n\n\n\n ^@sequence3number6@ ?dialoguenumber = 7 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#afafaf,\n\n\n\n\n\n ^@sequence3number7@ ?dialoguenumber = 8 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#ffffff,\n\n\n\n\n\n\n ^@sequence3number8@ ?dialoguenumber = 9 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#ffffff,\n\n\n\n\n\n\n\n ^@sequence3number9@ ?dialoguenumber = 10 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#ffffff,\n\n\n\n\n\n\n\n\n ^@sequence3number10@ ?dialoguenumber = 11 >`@boxPosX@,@boxPosY@,#ffffff,@stanArt@ >`1,1,#ffffff,\n\n\n\n\n\n\n\n\n\n ^@sequence3number11@ ?dialoguenumber = 12 SetVarstoZero() ?sequence = 4 >`@boxPosX@,@boxPosY@,#ffffff,@item1@ ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence4number1@ ?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence4number2@ ?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence4number3@ ?dialoguenumber = 4 >`1,1,#ffffff,\n\n\n ^@sequence4number4@ ?dialoguenumber = 5 SetVarstoZero() ?sequence = 5 ?dialoguenumber = 1 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff, ^@sequence5number1@ ?dialoguenumber = 2 >`@boxPosX@,@boxPosY@,#ffffff,@arvidArt@ >`1,1,#afafaf,\n ^@sequence5number2@ ?dialoguenumber = 3 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff,\n\n ^@sequence5number3@ ?dialoguenumber = 4 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ >`1,1,#ffffff,\n\n\n ^@sequence5number4@ ?dialoguenumber = 5 SetVarstoZero() ?sequence = 6 ?dialoguenumber = 1 >`1,1,#afafaf, ^@sequence6number1@ ?dialoguenumber = 2 >`@boxPosX@,@boxPosY@,#ffffff,@arvidArt@ >`1,1,#afafaf,\n ^@sequence6number2@ ?dialoguenumber = 3 >`@boxPosX@,@boxPosY@,#ffffff,@arvidArt@ >`1,1,#afafaf,\n\n ^@sequence6number3@ ?dialoguenumber = 4 >`@boxPosX@,@boxPosY@,#ffffff,@item2@ >`1,1,#afafaf,\n\n\n ^@sequence6number4@ ?dialoguenumber = 5 >`1,1,#afafaf,\n\n\n\n ^@sequence6number5a@ ^@item2price@ ^@sequence6number5b@ ?dialoguenumber = 6 SetVarstoZero() ?sequence = 7 ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence7number1@ ?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence7number2@ ?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence7number3@ ?dialoguenumber = 4 SetVarstoZero() ?sequence = 8 >`@boxPosX@,@boxPosY@,#ffffff,@blakelyArt@ ?dialoguenumber = 1 >`1,1,#afafaf, ^@sequence8number1@ ?dialoguenumber = 2 >`1,1,#afafaf,\n ^@sequence8number2@ ?dialoguenumber = 3 >`1,1,#afafaf,\n\n ^@sequence8number3@ ?dialoguenumber = 4 SetVarstoZero() ?sequence = 9 >`@boxPosX@,@boxPosY@,#ffffff,@item3@ ?dialoguenumber = 1 >`1,1,#afafaf, ^@sequence9number1@ ?dialoguenumber = 2 >`1,1,#afafaf,\n ^@sequence9number2@ ?dialoguenumber = 3 >`1,1,#afafaf,\n\n ^@sequence9number3@ ?dialoguenumber = 4 >`1,1,#afafaf,\n\n\n ^@sequence9number4@ ?dialoguenumber = 5 SetVarstoZero() ?sequence = 10 >`@boxPosX@,@boxPosY@,#ffffff,@blackBoxArt@ ?dialoguenumber = 1 >`1,1,#afafaf, ^@sequence10number1@ ?dialoguenumber = 2 >`1,1,#afafaf,\n ^@sequence10number2@ ?dialoguenumber = 3 >`1,1,#afafaf,\n\n ^@sequence10number3@ ?dialoguenumber = 4 dialoguenumber = 1 sequence++ dialogueonoff = 0 ?karma = 0 sequence = 12 ?karma > 0 sequence = 11 ?sequence = 11 >`@boxPosX@,@boxPosY@,#ffffff,@walkerArt@ ?dialoguenumber = 1 >`1,1,#afafaf, ^@sequence11number1@ ?dialoguenumber = 2 >`1,1,#afafaf,\n ^@sequence11number2@ ?dialoguenumber = 3 >`1,1,#afafaf,\n\n ^@sequence11number3@ ?dialoguenumber = 4 dialoguenumber = 1 dialogueonoff = 0 sequence = 13 ?sequence = 12 >`@boxPosX@,@boxPosY@,#ffffff,@shopkeeperArt@ ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence12anumber1@ ?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence12anumber2@ ?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence12anumber3@ ?dialoguenumber = 4 >`1,1,#ffffff,\n\n\n ^@sequence12anumber4@ ?dialoguenumber = 5 >`1,1,#ffffff,\n\n\n\n ^@sequence1number5@ ?dialoguenumber = 6 >`1,1,#ffffff,\n\n\n\n\n ^@sequence1number6@ ?dialoguenumber = 7 >`1,1,#ffffff,\n\n\n\n\n\n ^@sequence1number7@ dialogueonoff = 0 reward = 1 ?sequence = 13 >`@boxPosX@,@boxPosY@,#ffffff,@shadyGuyArt@ ?dialoguenumber = 1 >`1,1,#ffffff, ^@sequence12bnumber1@ ?dialoguenumber = 2 >`1,1,#ffffff,\n ^@sequence12bnumber2@ ?dialoguenumber = 3 >`1,1,#ffffff,\n\n ^@sequence12bnumber3@ ?dialoguenumber = 4 >`1,1,#ffffff,\n\n\n ^@sequence12bnumber4@ ?dialoguenumber = 5 >`1,1,#ffffff,\n\n\n\n ^@sequence12bnumber5@ ?dialoguenumber = 6 >`1,1,#ffffff,\n\n\n\n\n ^@sequence12bnumber6@ ?dialoguenumber = 7 >`1,1,#ffffff,\n\n\n\n\n\n ^@sequence12bnumber7@ ?dialoguenumber = 8 >`1,1,#ffffff,\n\n\n\n\n\n\n ^@sequence12bnumber8@ dialogueonoff = 0 reward = 2 // help / instructions // first line var keyControlReferenceC = "[C] Collect Resource" var keyControlReferenceCHighlight = "#C" var keyControlReferenceX = "######################[X] Buy Item" var keyControlReferenceXHighlight = "#######################X" var keyControlReferenceZ = "####################################[Z] Advance Dialogue" var keyControlReferenceZHighlight = "#####################################Z" // second line var keyControlReferenceShiftX = " [Shift+X] Build" var keyControlReferenceShiftXHighlight = "#######Shift#X" var keyControlReferenceMove = "#######################[Shift+←/→] Change Location" var keyControlReferenceMoveHighlight = "########################Shift#←#→" // only show C after it's mentioned ?helpnumber > 0 >`15,@instructionsLine1@,#ffffff,@keyControlReferenceC@ >`15,@instructionsLine1@,#ffff00,@keyControlReferenceCHighlight@ // only show X after it's mentioned ?gameStage >= 6 >`15,@instructionsLine1@,#ffffff,@keyControlReferenceX@ >`15,@instructionsLine1@,#ffff00,@keyControlReferenceXHighlight@ // only show Z when dialogue pops up ?dialogueonoff = 1 >`15,@instructionsLine1@,#ffffff,@keyControlReferenceZ@ >`15,@instructionsLine1@,#ffff00,@keyControlReferenceZHighlight@ // only show Shift+X after buildable becomes available ?itemnext > 0 >`15,@instructionsLine2@,#ffffff,@keyControlReferenceShiftX@ >`15,@instructionsLine2@,#ffff00,@keyControlReferenceShiftXHighlight@ // only show Shift Arrows after Deadwood is unlocked ?resourcesunlocked > 0 >`15,@instructionsLine2@,#ffffff,@keyControlReferenceMove@ >`15,@instructionsLine2@,#ffff00,@keyControlReferenceMoveHighlight@ var notificationLine = screen.h - 4 ?resourcesunlocked = 1 & stones > item1price ?shortTermTimer >= 60 >`10,@notificationLine@,#ffffff, ^"[Shift+X] to use the stones" ?shortTermTimer > 120 shortTermTimer = 0