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obj_face_torieltalk.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_face_torielhappytalk</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-555</depth>
<persistent>0</persistent>
<parentName>obj_torface</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>event_inherited();
image_speed= 0.25;
if(instance_exists(776/* obj_face_sans */)) {
// obj_face_sans
with(776) instance_destroy();
}
if(instance_exists(777/* obj_face_undyne */)) {
// obj_face_undyne
with(777) instance_destroy();
}
if(instance_exists(775/* obj_face_papyrus */)) {
// obj_face_papyrus
with(775) instance_destroy();
}
if(instance_exists(770/* obj_face_alphys */)) {
// obj_face_alphys
with(770) instance_destroy();
}
if(instance_exists(771/* obj_face_asgore */)) {
// obj_face_asgore
with(771) instance_destroy();
}
if(global.faceemotion == 99) {
instance_create(x, y, 766/* obj_face_torglasses */);
global.faceemotion= 0;
}
if(global.faceemotion == 0 && sprite_index != real(1986))
sprite_index= real(1986);
if(global.faceemotion == 1 && sprite_index != real(2004))
sprite_index= real(2004);
if(global.faceemotion == 2 && sprite_index != real(1990))
sprite_index= real(1990);
if(global.faceemotion == 3 && sprite_index != real(1999))
sprite_index= real(1999);
if(global.faceemotion == 4 && sprite_index != real(2000))
sprite_index= real(2000);
if(global.faceemotion == 6 && sprite_index != real(1991))
sprite_index= real(1991);
if(global.faceemotion == 7 && sprite_index != real(1993))
sprite_index= real(1993);
if(global.faceemotion == 8 && sprite_index != real(1996))
sprite_index= real(1996);
if(global.faceemotion == 9 && sprite_index != real(1987))
sprite_index= real(1987);
</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(global.faceemotion == 0 && sprite_index != real(1986))
sprite_index= real(1986);
if(global.faceemotion == 1 && sprite_index != real(2004))
sprite_index= real(2004);
if(global.faceemotion == 2 && sprite_index != real(1990))
sprite_index= real(1990);
if(global.faceemotion == 3 && sprite_index != real(1999))
sprite_index= real(1999);
if(global.faceemotion == 4 && sprite_index != real(2000))
sprite_index= real(2000);
if(global.faceemotion == 5 && sprite_index != real(1997))
sprite_index= real(1998);
if(global.faceemotion == 6 && sprite_index != real(1991))
sprite_index= real(1991);
if(global.faceemotion == 7 && sprite_index != real(1993))
sprite_index= real(1993);
if(global.faceemotion == 8 && sprite_index != real(1996))
sprite_index= real(1996);
if(global.faceemotion == 9 && sprite_index != real(1987))
sprite_index= real(1987);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="7">
<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(instance_exists(782/* OBJ_WRITER */) && OBJ_WRITER.halt != 0)
instance_change(767, 1);
</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>