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obj_floweytrigger2.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_event</spriteName>
<solid>0</solid>
<visible>0</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>image_yscale= 1;
image_xscale= 100;
conversation= 0;
q= 0;
ini_open("undertale.ini");
a= ini_read_real("Flowey", "Alter", 0);
b= ini_read_real("Flowey", "K", 0);
c= ini_read_real("Flowey", "SPECIALK", 0);
d= ini_read_real("Flowey", "alter2", 0);
ini_close();
if(a > 0 || b > 0 || c > 0) q= 1;
if(scr_murderlv() >= 2) q= 0;
if(d > 0) q= 1;
if(q == 1) {
// obj_floweytalker1
with(875) instance_destroy();
instance_destroy();
}
if(global.plot > 27) {
// obj_floweytalker1
with(875) instance_destroy();
instance_destroy();
}
dingus= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="2">
<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.plot= 28;
global.interact= 0;
instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" 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>global.plot= 28;
obj_floweytalker1.sprite_index= 1100/* spr_floweysink */;
obj_floweytalker1.image_index= 1;
obj_floweytalker1.image_speed= 0.5;
global.interact= 0;
instance_destroy();
</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((conversation == 2 || conversation == 4) && !instance_exists(779/* obj_dialoguer */)) {
global.interact= 1;
alarm[1]= 150;
if(conversation == 2) snd_play(52/* snd_floweylaugh */);
else {
snd_play(86/* snd_wonderfulidea */);
alarm[1]= 80;
}
obj_floweytalker1.image_speed= 0.25;
conversation= 999;
}
if(conversation == 3 && !instance_exists(779/* obj_dialoguer */)) {
global.interact= 1;
obj_floweytalker1.sprite_index= 1097/* spr_floweygrow */;
obj_floweytalker1.image_speed= 0.33333334;
obj_floweytalker1.image_index= 0;
alarm[2]= 240;
conversation= 999;
}
if(conversation == 1) {
global.interact= 1;
myinteract= 3;
global.typer= 9;
global.facechoice= 2;
global.faceemotion= 0;
global.msc= 0;
ini_open("undertale.ini");
TK= ini_read_real("Toriel", "TK", 0);
TS= ini_read_real("Toriel", "TS", 0);
FS= ini_read_real("Flowey", "FloweyExplain1", 0);
ini_close();
global.msg[0]= "* Error/%%";
if(global.flag[45] == 4) {
global.msg[0]= "* Hee hee hee.../";
global.msg[1]= "\\E2* I hope you like your& choice./";
global.msg[2]= "* After all^1, it\'s not& as if you can go& back and change fate./";
global.msg[3]= "\\E0* In this world^1, it\'s kill& or be killed./";
global.msg[4]= "\\E2* That old hag thought& she could break the& rules./";
global.msg[5]= "\\E1* She tried so hard& to save you humans./";
global.msg[6]= "\\E0* But when it came& down to it.../";
global.msg[7]= "\\TF*\\E5 Hee hee.../";
global.msg[8]= "\\E4* SHE COULDN\'T EVEN& SAVE HERSELF./";
global.msg[9]= "* WHAT AN IDIOT!!/%%";
conversation= 2;
if(TK == 2) {
global.msg[0]= "\\E2* Heheheheh./";
global.msg[1]= "* You just can\'t& get enough^1, can you!?/";
global.msg[2]= "\\E4* .../";
global.msg[3]= "\\E6* How many more& times will you& kill her?/";
global.msg[4]= "* Ha ha ha ha ha.../";
global.msg[5]= "\\E4*\\TF You disgusting animal./";
global.msg[6]= "* You didn\'t even& TRY to spare her./%%";
conversation= 2;
}
if(TK > 2) {
global.msg[0]= "* Wow^1, you really& can\'t get enough./";
global.msg[1]= "\\E5* You kind of remind& me of my/%%";
conversation= 2;
}
if(TS > 0 && TK > 0) {
ini_open("undertale.ini");
ini_write_real("Flowey", "FloweyExplain1", 1);
ini_close();
global.msg[0]= "* Wow^1, you\'re utterly& repulsive./";
global.msg[1]= "\\E6* You spared her life.../";
global.msg[2]= "* Then you decided that& just wasn\'t interesting& enough for you./";
global.msg[3]= "\\E7* So you murdered her& just to see what& would happen./";
global.msg[4]= "\\E5* You killed her out& of boredom./";
global.msg[5]= "* Truly disgusting.../%%";
if(FS == 0) {
global.msg[5]= "* Hee hee.../";
global.msg[6]= "\\E4* You naive idiot./";
global.msg[7]= "* Do you think you& are the only one& with that power?/";
global.msg[8]= "\\E4* The power to reshape& the world.../";
global.msg[9]= "* Purely by your& own determination./";
global.msg[10]= "* The ability to& play God!/";
global.msg[11]= "* The ability to " + chr(ord('"')) + "SAVE." + chr(ord('"')) + "/";
global.msg[12]= "\\E0* I thought I was& the only one with& that power^1. But.../";
global.msg[13]= "\\E1* I can\'t SAVE anymore./";
global.msg[14]= "* Apparently YOUR& desires for this& world override MINE./";
global.msg[15]= "\\E5* Well well./";
global.msg[16]= "* Enjoy that power& while you can./";
global.msg[17]= "\\E4* I\'ll be watching./%%";
conversation= 3;
}
}
if(scr_murderlv() >= 2) {
ini_open("undertale.ini");
ini_write_real("Flowey", "truename", 1);
ini_write_real("Flowey", "alter2", 1);
ini_close();
global.msg[0]= "* Hahaha.../";
global.msg[1]= "\\E1* You\'re not really human^1,& are you?/";
global.msg[2]= "\\E1* No.^2 You\'re empty inside^2.&* \\E4Just like me^1.&* In fact.../";
global.msg[3]= "\\E8* You\'re " + global.charname + ",^1 right?/";
global.msg[4]= "\\E0* We\'re still inseperable^1,& after all these years.../";
global.msg[5]= "* Listen^1.&* I have a plan to become& all powerful./";
global.msg[6]= "\\E2* Even more powerful than& you and your stolen& soul./";
global.msg[7]= "\\E4* Let\'s destroy everything& in this wretched world./";
global.msg[8]= "\\E6* Everyone^1, everything in& these \\E7worthless& memories.../";
global.msg[9]= "\\E5* Let\'s turn \'em all& to dust./%%";
conversation= 4;
}
} else {
if(global.flag[45] == 5) {
global.faceemotion= 2;
global.msg[0]= "* Clever.&* Verrrryyy clever./";
global.msg[1]= "* You think you\'re really& smart^1, don\'t you?/";
global.msg[2]= "\\E0* In this world^1, it\'s kill& or be killed./";
global.msg[3]= "\\E1* So you were able to& play by your own& rules./";
global.msg[4]= "*\\E4 You spared the life& of a single person./";
global.msg[5]= "* Hee hee hee.../";
if(global.kills > 0) {
global.msg[6]= "* Froggit^1, Whimsun^1.&* Vegetoid^1, Loox^1.&* Migosp^1, Moldsmal./";
global.msg[7]= "* Think about those names./";
global.msg[8]= "* Do you think any of& those monsters have& families?/";
global.msg[9]= "* Do you think any of& them have friends?/";
global.msg[10]= "\\E6* Each one could have& been someone else\'s& Toriel./";
global.msg[11]= "\\E7* Selfish brat./";
global.msg[12]= "* Somebody is dead& because of you./%%";
conversation= 2;
}
if(global.kills == 0) {
global.msg[6]= "\\E2* I bet you feel& really great./";
global.msg[7]= "* You didn\'t kill& anybody this time./";
global.msg[8]= "\\E0* But what will you& do if you meet a& relentless killer?/";
global.msg[9]= "* You\'ll die and you\'ll& die and you\'ll& die./";
global.msg[10]= "\\E1* Until you tire of& trying./";
global.msg[11]= "\\E0* What will you do& then?/";
global.msg[12]= "\\E5* Will you kill& out of frustration?/";
global.msg[13]= "* Or will you give& up entirely on& this world.../";
global.msg[14]= "\\E4* ... and let ME inherit& the power to control& it?/";
global.msg[15]= "\\E5* I am the prince of& this world\'s future./";
global.msg[16]= "* Don\'t worry^1, my little& monarch^1, my plan& isn\'t regicide./";
global.msg[17]= "* This is SO much& more interesting./%%";
conversation= 3;
}
if(TK > 0 && FS == 0) {
ini_open("undertale.ini");
ini_write_real("Flowey", "FloweyExplain1", 1);
ini_close();
global.msg[6]= "* But don\'t act so& cocky./";
global.msg[7]= "* I know what you did./";
global.msg[8]= "\\E6* You murdered her./";
global.msg[9]= "\\E7* And then you went& back^1, because you& regretted it./";
global.msg[10]= "* Ha ha ha ha.../";
global.msg[11]= "\\E5* You naive idiot./";
global.msg[12]= "* Do you think you& are the only one& with that power?/";
global.msg[13]= "\\E4* The power to reshape& the world.../";
global.msg[14]= "* Purely by your& own determination./";
global.msg[15]= "* The ability to& play God!/";
global.msg[16]= "* The ability to " + chr(ord('"')) + "SAVE." + chr(ord('"')) + "/";
global.msg[17]= "\\E0* I thought I was& the only one with& that power^1. But.../";
global.msg[18]= "\\E1* I can\'t SAVE anymore./";
global.msg[19]= "* Apparently YOUR& desires for this& world override MINE./";
global.msg[20]= "\\E5* Well well./";
global.msg[21]= "* Enjoy that power& while you can./";
global.msg[22]= "\\E4* I\'ll be watching./%%";
conversation= 3;
}
}
}
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="obj_mainchara">
<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>other.x= other.xprevious;
other.y= other.yprevious;
global.interact= 1;
conversation= 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>