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obj_clamguy.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_clamguy_a</spriteName>
<solid>-1</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= 1219;
usprite= 1219;
lsprite= 1219;
rsprite= 1219;
dtsprite= 1219;
utsprite= 1219;
ltsprite= 1219;
rtsprite= 1219;
myinteract= 0;
facing= 0;
direction= 0;
talkedto= 0;
image_speed= 0;
if(scr_murderlv() >= 12) instance_destroy();
if(global.plot < 122) instance_destroy();
if(global.flag[350] == 1) instance_destroy();
</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;
global.msg[0]= "* O, k, k, k, k.../";
global.msg[1]= "* I was thirsty^1, so I came& over from Waterfall to get& a drink!/%%";
if(global.flag[353] > 7) {
global.msg[0]= "* O, k, k.../";
global.msg[1]= "* What are you doing with& all of that water?/%%";
}
if(global.flag[353] > 15) {
global.msg[0]= "* O, k, k, k, k.../";
global.msg[1]= "* So now we have a private pool^1?&* Worse things have happened./%%";
}
if(global.flag[366] == 1) {
global.msg[0]= "* O, k, k, k, k.../";
global.msg[1]= "* Are you just carrying that& around to look sophisticated?/";
global.msg[2]= "* Cause it\'s not working./%%";
}
if(global.flag[7] == 1) {
global.msg[0]= "* O, k, k, k, k.../";
global.msg[1]= "* I\'ll be able to have a nice& drink on the surface./%%";
}
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);
scr_npc_anim();
if(myinteract > 0) sprite_index= 1957/* spr_clamguy_b */;
else sprite_index= 1956/* spr_clamguy_a */;
</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>