forked from fachinformatiker/undertale
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathobj_endflowey_regret.object.gmx
257 lines (257 loc) · 8.27 KB
/
obj_endflowey_regret.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
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName><undefined></spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName><undefined></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>alarm[4]= 150;
con= 0;
flowey= -1;
alarm[5]= 60;
fimg= 0;
global.inbattle= 0;
global.faceemotion= 0;
ini_open("undertale.ini");
chara= ini_read_string("General", "Name", "CHARA");
ini_close();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="5">
<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>flowey= 1;
</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>con++;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" 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>if(con == 1) {
global.msc= 0;
global.typer= 68;
global.msg[0]= "Hi./%%";
instance_create(60, 60, 782/* OBJ_WRITER */);
con= 1.1;
}
if(con == 1.1 && !instance_exists(782/* OBJ_WRITER */)) {
con= 0.9;
alarm[4]= 60;
}
if(con == 1.9) {
global.msc= 0;
global.typer= 68;
global.msg[0]= "Seems as if everyone&is perfectly happy./";
global.msg[1]= "Monsters have returned&to the surface./";
global.msg[2]= "Peace and prosperity&will rule across the land./";
global.msg[3]= "\\E6Take a deep breath./";
global.msg[4]= "\\E5There\'s nothing left&to worry about./%%";
instance_create(60, 60, 782/* OBJ_WRITER */);
con= 0.2;
}
if(con == 0.2 && !instance_exists(782/* OBJ_WRITER */)) {
con= 1.2;
alarm[4]= 70;
}
if(con == 2.2) {
global.msc= 0;
global.typer= 68;
global.msg[0]= "\\E7.../";
global.msg[1]= "\\E6Well./";
global.msg[2]= "\\E1There is one thing./";
global.msg[3]= "\\E3One last threat./";
global.msg[4]= "One being with the&power to erase&EVERYTHING.../";
global.msg[5]= "\\E1Everything everyone\'s&worked so hard for./";
global.msg[6]= "\\E7.../";
global.msg[7]= "\\E6You know who I\'m&talking about^1, don\'t&you?/";
global.msg[8]= "\\E1That\'s right./";
global.msg[9]= "\\E4I\'m talking about YOU./";
global.msg[10]= "\\E7YOU still have the&power to reset&everything./";
global.msg[11]= "\\E0Toriel^1, Sans^1, Asgore^1,&Alphys, Papyrus, Undyne.../";
global.msg[12]= "If you so choose.../";
global.msg[13]= "Everyone will be&ripped from this&timeline.../";
global.msg[14]= "... and sent back before&all of this&ever happened./";
global.msg[15]= "\\E6Nobody will&remember anything./";
global.msg[16]= "\\E5You\'ll be able to&do whatever you&want./";
global.msg[17]= "\\E0.../";
global.msg[18]= "\\E7That power./";
global.msg[19]= "\\E3I know that power./";
global.msg[20]= "\\E6That\'s the power&you were fighting to&stop^1, wasn\'t it?/";
global.msg[21]= "\\E7The power that I&wanted to use./";
global.msg[22]= "\\E6But now^1, the idea&of resetting&everything.../";
global.msg[23]= "\\E7I.../";
global.msg[24]= "\\E1I don\'t think I&could do it all&again./";
global.msg[25]= "Not after that./";
global.msg[26]= "\\E7.../";
global.msg[27]= "\\E1So, please./";
global.msg[28]= "\\E3Just let them go./";
global.msg[29]= "Let Frisk be happy./";
global.msg[30]= "Let Frisk live&their life./%%";
instance_create(60, 60, 782/* OBJ_WRITER */);
con= 0.3;
}
if(con == 0.3 && !instance_exists(782/* OBJ_WRITER */)) {
con= 1.3;
alarm[4]= 70;
}
if(con == 2.3) {
global.msc= 0;
global.typer= 68;
global.msg[0]= "\\E1.../";
global.msg[1]= "\\E3But./";
global.msg[2]= "If I can\'t change&your mind./";
global.msg[3]= "If you DO end up&erasing everything.../";
global.msg[4]= "\\E7.../";
global.msg[5]= "\\E6You have to erase&my memories^1, too./";
global.msg[6]= "\\E7.../";
global.msg[7]= "\\E6I\'m sorry./";
global.msg[8]= "\\E5You\'ve probably heard&this a hundred times&already^1, haven\'t you...?/";
global.msg[9]= ".../";
global.msg[10]= "\\E0Well^1, that\'s all./";
global.msg[11]= "\\E6See you later.../";
global.msg[12]= "\\E4" + chara + "./%%";
instance_create(60, 60, 782/* OBJ_WRITER */);
con= 2;
}
if(con == 2 && !instance_exists(782/* OBJ_WRITER */)) {
flowey= 3;
con= 3;
alarm[4]= 200;
}
if(con == 4) {
ini_open("undertale.ini");
true_end= ini_write_real("EndF", "EndF", 2);
ini_close();
room_goto(323);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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>if(flowey == 1) {
draw_sprite_ext(647/* spr_flowey_riseanim2 */, fimg, 140, 140, 1, 1, 0, 16777215, 1);
if(fimg < 8) fimg+= 0.5;
else flowey= 2;
}
if(flowey == 2) {
draw_sprite_ext(647/* spr_flowey_riseanim2 */, fimg, 140, 140, 1, 1, 0, 16777215, 1);
draw_sprite_ext(644/* spr_floweyface_l */, global.faceemotion, 140, 140, 1, 1, 0, 16777215, 1);
}
if(flowey == 3) {
draw_sprite_ext(623/* spr_flowey_riseanim */, fimg, 140, 140, 1, 1, 0, 16777215, 1);
if(fimg > 0) fimg-= 0.5;
else flowey= 4;
}
</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>