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obj_asgore_friendc.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_asgore_dt</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>obj_readablesolid</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>dsprite= 1909;
usprite= 1908;
lsprite= 1902;
rsprite= 1903;
dtsprite= 1909;
utsprite= 1908;
ltsprite= 1902;
rtsprite= 1903;
myinteract= 0;
facing= 1;
direction= 270;
talkedto= 0;
fun= 0;
global.flag[430]= 0;
global.flag[390]= 0;
</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= 60;
global.facechoice= 7;
global.faceemotion= 0;
if(global.flag[197] == 0) {
global.msg[0]= "\\E0* Howdy^1, Frisk./";
global.msg[1]= "\\E3* Sorry about almost& trying to take& your SOUL./";
global.msg[2]= "\\E5* I feel very bad& about it./";
global.msg[3]= "\\E0* I hope we can& still be pals./";
scr_undface(4, 0);
global.msg[5]= "\\E0* Hey^1, don\'t worry& about it^1, ASGORE./";
global.msg[6]= "\\E2* I think everybody\'s& tried to kill Frisk& at least once./";
scr_asgface(7, 2);
global.msg[8]= "\\E2* Oh..^1. I see!/";
global.msg[9]= "\\E0* In that case^1, I\'m& not sorry^1, Frisk./";
scr_undface(10, 6);
global.msg[11]= "\\E6* ASGORE^1!&* That\'s not what I& meant!/%%";
}
if(global.flag[197] == 1) global.msc= 810;
if(global.flag[197] >= 2) {
global.msg[0]= "\\E3* Oh^1, Frisk^1, if you\'re& not busy.../";
global.msg[1]= "\\E0* On nice days^1, you& should walk around and& have a good time./";
global.msg[2]= "\\E0* That\'s important./%%";
}
global.flag[197]++;
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
talkedto++;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="1">
<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>scr_depth(0, 0, 0, 0, 0);
if(fun == 0) {
if(instance_exists(771/* obj_face_asgore */))
image_index= obj_face_asgore.image_index;
else image_index= 0;
script_execute(106/* scr_npcdir */, 2);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="4">
<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>if(global.flag[7] == 0) instance_destroy();
</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>