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obj_floweydraw.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><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>global.inbattle= 1;
global.flag[201]= global.kills;
if(room == 308) global.border= 1;
</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(instance_exists(759/* obj_uborder */)) {
depth= 5;
draw_set_color(0);
draw_rectangle(obj_uborder.x + 5, obj_uborder.y + 5, obj_rborder.x, obj_dborder.y, 0);
}
draw_sprite(15/* spr_hpname */, 0, 270, 400);
draw_set_color(255);
draw_rectangle(310, 400, 310 + global.maxhp * 1.2, 420, 0);
draw_set_color(65535);
draw_rectangle(310, 400, 310 + global.hp * 1.2, 420, 0);
draw_set_color(16777215);
draw_set_font(7);
hpwrite= string(global.hp);
if(global.hp < 10) hpwrite= "0" + string(global.hp);
draw_text(200, 400, "LV " + string(global.lv));
draw_text(330 + global.maxhp * 1.2, 400, hpwrite + " / " + string(global.maxhp));
</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>