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obj_actiontable.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_actionfigures</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>obj_readable</parentName>
<maskName><undefined></maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>myinteract= 0;
read= 0;
image_xscale= 1;
image_yscale= 1;
scr_depth();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>myinteract= 3;
global.msc= 0;
global.typer= 5;
global.facechoice= 0;
global.faceemotion= 0;
if(instance_exists(1025/* obj_papyrusparent */)) {
scr_papface(0, 0);
global.msg[1]= "AH^1, YES^1, ACTION&FIGURES./";
global.msg[2]= "A GREAT REFERENCE&FOR THEORETICAL&BATTLE SCENARIOS./";
global.msg[3]= "\\E3HOW DO I HAVE&SO MANY?/";
global.msg[4]= "\\E2WELL^1, LET\'S JUST&SAY THEY\'RE&FROM.../";
global.msg[5]= "\\E0A CHUBBY^1, SMILING&MAN WHO LOVES TO&SURPRISE PEOPLE./";
global.msg[6]= "YEAH^1!!&THAT\'S RIGHT!/";
global.msg[7]= "SANTA!!!!/%%";
if(read > 0)
global.msg[0]= "* (Action figures of many& sexy robots.)/%%";
} else global.msg[0]= "* (Action figures of many& sexy robots.)/%%";
read++;
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>