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obj_diamondkid.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_diamondboy</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.flag[400] == 0) instance_destroy();
if(x > 160) sprite_index= 1676/* spr_diamondtallboy */;
</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]= "\\W* My fave Mettaton Moment(TM)^1?&* Right \\Ywhen everything looks the& baddest^1, he poses dramatically\\W./";
global.msg[1]= "* Like when he\'s on a cooking& show and the eggs don\'t turn& out right./%%";
if(talkedto > 0) {
global.msg[0]= "* But^1!&* Then he says!/";
global.msg[1]= "\\W* Even if you suck at cooking^1,& you can always \\Ybuy an& MTT-brand Glamburger\\W!/";
global.msg[2]= "\\W* Then he \\Yeats one^1!\\W &* Everyone loves it!/";
global.msg[3]= "* ... How does he eat it& without a mouth?/";
global.msg[4]= "* Uhhh... well..^1.&* Watch the show!/%%";
}
if(global.flag[425] == 1) {
global.msg[0]= "* That finale was really..^1.&* That was really sad!/";
global.msg[1]= "* And Mettaton\'s schedule& doesn\'t show any other& shows.../%%";
}
if(global.flag[7] == 1)
global.msg[0]= "* I\'ve been thinking about& getting a sick skateboard./%%";
if(x > 160) {
global.msg[0]= "\\W* My fave Mettaton Moment(TM)& is when he beats up the& \\Yheel-turning villains\\W!/";
global.msg[1]= "* Even if it\'s during what\'s& supposed to be a quiz show./%%";
if(talkedto > 0) {
global.msg[0]= "* Oh^1! And I like when he tries& on all kinds of different& fashionable outfits!/";
global.msg[1]= "* Even if it\'s during what\'s& supposed to be a newscast./%%";
}
if(global.flag[425] == 1) {
global.msg[0]= "* Did Mettaton retire...?/";
global.msg[1]= "* Can\'t he unretire...?/%%";
}
if(global.flag[7] == 1) {
global.msg[0]= "* On the surface we\'ll be able& to watch all kinds of TV.../";
global.msg[1]= "* But^1, I bet none of those& shows are as good as& Mettaton\'s!/%%";
}
}
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>