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obj_darksausagenpc.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_darkman_laugh</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= 1353;
usprite= 1362;
lsprite= 1367;
rsprite= 1363;
dtsprite= 1353;
utsprite= 1362;
ltsprite= 1367;
rtsprite= 1363;
myinteract= 0;
facing= 0;
direction= 270;
talkedto= 0;
image_speed= 0;
if(scr_enemynpc3() != 1) instance_destroy();
if(scr_murderlv() >= 12) 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]= "* Why do I look like a weird& black sausage^1?&* Just the angle./%%";
if(room == 190) {
global.msg[0]= "* As a youth^1, I would sneak& out to play by this creepy& flaming pit./";
global.msg[1]= "* Since the CORE is always& re-arranging^1, it was like& a game trying to find it./";
global.msg[2]= "* Now it is my special place^1.&* It is nice for cooking s\'mores& and things like that./%%";
}
if(room == 191) {
global.msg[0]= "* We were hired by Mettaton& to destroy you./";
global.msg[1]= "* But since he never paid us^1,& we all decided to quit./";
global.msg[2]= "* No hard feelings./%%";
}
if(room == 194) {
global.msg[0]= "* Zzzzzzz.../";
global.msg[1]= "* (It\'s taking a nap.)/%%";
}
if(room == 208) {
global.msg[0]= "* Why do I look like a black& sausage and not a knight& or a wizard?/";
global.msg[1]= "* Well..^1.&* Everyone has an angle they& look best from../%%";
}
if(room == 204) {
global.msg[0]= "* The core is made up of& interchangable rooms./";
global.msg[1]= "* Before you came here^1, the& layout was altered so you& would get lost and perish./";
global.msg[2]= "* Yes^1. Just for you^1.&* Do you feel special?/%%";
}
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();
</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>