forked from fachinformatiker/undertale
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathobj_echoflower.object.gmx
296 lines (296 loc) · 11 KB
/
obj_echoflower.object.gmx
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_echoflower</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= 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;
w= 0;
v= 0;
xxx= 0;
if(room == 172) visible= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" 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>w++;
</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]= "* Error!/%%";
if(room == 83) {
if(instance_exists(1358/* obj_npc_room */)) {
if(obj_npc_room.talkedto == 0) {
global.msg[0]= "* All that gives my life& validation is explaining& the Echo Flower.../";
global.msg[1]= "* No one can know.../%%";
v= 1;
}
if(obj_npc_room.talkedto == 1 && v == 0)
global.msg[0]= "* This is an Echo Flower^1.&* It repeats the last thing& it heard^1, over and over.../%%";
if(obj_npc_room.talkedto > 1 && v == 0)
global.msg[0]= "* Neat^1, huh?/%%";
if(obj_npc_room.talkedto > 0 && v == 1)
global.msg[0]= "* Never trust a flower..^1.&* That\'s one of the constants& of this world./%%";
} else global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 84) {
if(x < room_width / 2)
global.msg[0]= "* Sitting behind rushing water..^1.&* It makes me feel relaxed./%%";
if(x > room_width / 2)
global.msg[0]= "* I swore I saw something..^1.&* Behind that rushing water.../%%";
}
if(room == 89)
global.msg[0]= "* I just wasn\'t ready for& the responsibility./%%";
if(room == 90) {
if(x > 40) {
global.msg[0]= "* A long time ago^1, monsters would& whisper their wishes to the& stars in the sky./";
global.msg[1]= "* If you hoped with all your& heart^1, your wish would come& true./";
global.msg[2]= "* Now^1, all we have are these& sparkling stones on the& ceiling.../%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(x > 180) {
global.msg[0]= "* Thousands of people wishing& together can\'t be wrong!/";
global.msg[1]= "* The king will prove that./%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(x > 280) global.msg[0]= "* C\'mon^1, sis^1!&* Make a wish!/%%";
if(x > 380)
global.msg[0]= "* I wish my sister and I will& see the real stars someday.../%%";
if(x > 620)
global.msg[0]= "* Ah..^1. seems my horoscope is& the same as last week\'s.../%%";
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 91 && x < room_width / 2)
global.msg[0]= "* Sitting behind rushing water..^1.&* It makes me feel relaxed./%%";
if(room == 94) {
global.msg[0]= "* Squeak./%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 97) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Don\'t say that^1!&* Come on^1, I promise I& won\'t laugh./%%";
if(x < 700 && y < 360) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* So^1? Don\'t you have any& wishes to make?/%%";
}
if(x < 700 && y > 360) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* ... hmmm^1, just one^1, but.../";
global.msg[2]= "* It\'s kind of stupid./%%";
}
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 98)
global.msg[0]= "* I can\'t run any longer..^1.&* Somebody^1, anybody.../%%";
if(room == 131) {
global.msg[0]= "* Someday^1, I\'d like to climb& this mountain we\'re all& buried under./%%";
if(y == 160) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Sorry^1, it\'s just funny.../";
global.msg[2]= "* That\'s my wish^1, too./%%";
}
if(y == 240) {
global.msg[0]= "* (You hear laughter.)/";
global.msg[1]= "* ... hey^1, you said you wouldn\'t& laugh at it!/%%";
}
if(y == 320) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Someday^1, I\'d like to climb& this mountain we\'re all& buried under./";
global.msg[2]= "* Standing under the sky^1, looking& at the world all around..^1.&* That\'s my wish./%%";
}
if(y == 420) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* Of course I won\'t laugh!/%%";
}
if(y > 450) {
global.msg[0]= "* (You hear a passing& conversation.)/";
global.msg[1]= "* ... hmmm..^1. if I say my wish..^1.&* You promise you won\'t& laugh at me?/%%";
}
if(xxx == 1 && y == 420) {
global.typer= 4;
global.msg[0]= "* Where oh where could that& child be...?/";
global.msg[1]= "* I\'ve been looking all over& for them.../";
global.msg[2]= "\\TS* .../";
global.msg[3]= "\\TF* Hee hee hee./";
global.msg[4]= "* THAT\'S not true./";
global.msg[5]= "* She\'ll find another kid^1, and& instantly forget about you./";
global.msg[6]= "* You\'ll NEVER see her again./%%";
if(global.flag[45] == 4) {
global.typer= 4;
global.msg[0]= "* Where am I...?/";
global.msg[1]= "* It\'s so cold here..^1.&* And so dark.../";
global.msg[2]= "* Someone help me..^1.&* Anyone..^1. please..^1.&* Help me.../";
global.msg[3]= "\\TF* .../";
global.msg[4]= "* But nobody came./%%";
}
}
if(scr_murderlv() >= 8 || global.flag[350] == 1)
global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 9999) {
no= 0;
i= 1;
while(i < 6) {
if(id == instance_find(object_index, i)) no= i;
i++;
}
if(y > 400) no= 0;
if(no == 0)
global.msg[0]= "* I\'m gonna run around in a& huge field of flowers./%%";
if(no == 0 && xxx == 1) {
global.typer= 4;
global.msg[0]= "* Where oh where could that& child be...?/";
global.msg[1]= "* I\'ve been looking all over& for them.../";
global.msg[2]= "\\TS* .../";
global.msg[3]= "\\TF* Hee hee hee./";
global.msg[4]= "* THAT\'S not true./";
global.msg[5]= "* She\'ll find another kid^1, and& instantly forget about you./";
global.msg[6]= "* You\'ll NEVER see her again./%%";
if(global.flag[45] == 4) {
global.typer= 4;
global.msg[0]= "* Where am I...?/";
global.msg[1]= "* It\'s so cold here..^1.&* And so dark.../";
global.msg[2]= "* Someone help me..^1.&* Anyone..^1. please..^1.&* Help me.../";
global.msg[3]= "\\TF* .../";
global.msg[4]= "* But nobody came./%%";
}
}
if(no == 4)
global.msg[0]= "* Maybe I could jump without& hitting my head./%%";
if(no == 3) global.msg[0]= "* ... I wanna..^1.&* I wanna.../%%";
if(no == 2)
global.msg[0]= "* You wanna ride a train^1, right^1,& honey?/%%";
if(no == 1)
global.msg[0]= "* I\'ll climb this mountain& and.../%%";
if(x > 162) {
no= 5;
global.typer= 5;
}
if(no == 5)
global.msg[0]= "* I just want everyone to be& happy.../%%";
if(scr_murderlv() >= 8) global.msg[0]= "* (It\'s strangely silent.)/%%";
}
if(room == 172)
global.msg[0]= "* (You stop to smell the& flowers.)/%%";
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>