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obj_friendc_event.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>-1</visible>
<depth>-9999</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>con= 0;
if(global.flag[7] == 1 && global.flag[510] == 2 && caster_is_playing(global.currentsong) != 1 && global.flag[7] == 1) {
global.currentsong= caster_load("music/reunited.ogg");
caster_loop(global.currentsong, 1, 1);
instance_destroy();
exit;
} else {
if(global.flag[510] == 0 || global.flag[510] == 2) {
instance_destroy();
exit;
} else {
global.hp= global.maxhp;
global.currentsong= caster_load("music/reunited.ogg");
global.flag[7]= 1;
global.flag[287]= 1;
global.flag[509]= 0;
global.plot= 999;
// obj_toriel_friendc
with(1311) direction= 0;
// obj_sans_friendc
with(1312) direction= 0;
// obj_asgore_friendc
with(1316) direction= 180;
// obj_alphys_friendc
with(1315) direction= 180;
global.interact= 1;
con= 0.1;
alarm[4]= 140;
blk= 1;
d_blk= 1;
exit;
}
}
</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="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(con == 1.1) {
global.msc= 0;
global.typer= 91;
SCR_TEXTTYPE(global.typer);
global.msg[0]= " Frisk!/";
global.msg[1]= " This is all just& a bad dream...!/";
global.msg[2]= " Please^1, wake up...!/%%";
wrwr= instance_create(40, 140, 782/* OBJ_WRITER */);
wrwr.depth= -12000;
con= 1.9;
obj_mainchara.x= 140;
obj_mainchara.y= 125;
global.facing= 3;
obj_mainchara.visible= 0;
mc= scr_marker(obj_mainchara.x, obj_mainchara.y, 1047);
mc.visible= 0;
}
if(con == 1.9 && instance_exists(782/* OBJ_WRITER */)) {
obj_mainchara.x= 140;
obj_mainchara.y= 125;
global.facing= 0;
obj_mainchara.visible= 0;
global.interact= 1;
}
if(con == 1.9 && !instance_exists(782/* OBJ_WRITER */)) {
con= 1.8;
alarm[4]= 70;
}
if(con == 2.8) con= 2;
if(con == 2 && !instance_exists(782/* OBJ_WRITER */)) {
mc.visible= 1;
caster_loop(global.currentsong, 1, 0.95);
d_blk= 2;
con= 4;
alarm[4]= 130;
}
if(con == 5) {
obj_mainchara.visible= 1;
with(mc) instance_destroy();
con= 6;
alarm[4]= 60;
}
if(con == 7) {
global.facing= 2;
con= 8;
alarm[4]= 50;
}
if(con == 9) {
global.typer= 4;
global.msc= 0;
global.facechoice= 1;
global.faceemotion= 0;
global.msg[0]= "* Oh^1!&* You are awake^1!&* Thank goodness!/";
scr_alface(1, 9);
global.msg[2]= "* W-we were so& worried...!/";
global.msg[3]= "* It felt like you& were out forever!/";
scr_undface(4, 9);
global.msg[5]= "* Yeah^1! Any longer and& I would have freaked& out!/";
global.msg[6]= "\\E2* Tell us next time& you decide to take& a nap^1, okay!?/";
scr_sansface(7, 1);
global.msg[8]= "* yeah^1.&* you made papyrus cry& like a baby./";
scr_papface(9, 1);
global.msg[10]= "WHAT!^1!&I DIDN\'T CRY!!^1!&I DON\'T CRY!!/";
global.msg[11]= "\\E3I JUST..^1.&CAUGHT SOMETHING&IN MY EYE./";
scr_sansface(12, 1);
global.msg[13]= "* what did you catch?/";
scr_papface(14, 8);
global.msg[15]= "TEARS!!!/";
scr_asgface(16, 0);
global.msg[17]= "* Now^1, now./";
global.msg[18]= "* The important part& is that Frisk is& all right./";
global.msg[19]= "* Here^1, Frisk^1.&* Why not drink some& tea?/";
global.msg[20]= "* It\'ll make you feel& better./";
scr_torface(21, 1);
global.msg[22]= "* Errr..^1.&* How about we give& them space^1, first?/";
global.msg[23]= "\\E2* They must be very& exhausted./";
global.msg[24]= "\\E8* Though^1, from what^1,& I am not certain./";
global.msg[25]= "\\E1* Frisk..^1.&* We do not remember& exactly what happened./";
global.msg[26]= "\\E1* There was a flower..^1.&* And then^1, everything& went white./";
global.msg[27]= "\\E0* But now the barrier& is gone./";
global.msg[28]= "* When you are ready^1,& we will all return& to the surface./";
global.msg[29]= "* It seems the door to& the east will lead& us there now./";
global.msg[30]= "\\E2* But before then.../";
global.msg[31]= "\\E0* Perhaps you might& want to take a& walk?/";
global.msg[32]= "* You can say goodbye& to all of your& wonderful friends./";
global.msg[33]= "* Do as you wish^1.&* We will all wait& for you here./%%";
dd= instance_create(0, 0, 779/* obj_dialoguer */);
dd.side= 1;
con= 10;
}
if(con == 10 && !instance_exists(782/* OBJ_WRITER */)) {
// obj_toriel_friendc
with(1311) direction= 270;
// obj_sans_friendc
with(1312) direction= 270;
// obj_asgore_friendc
with(1316) direction= 270;
// obj_alphys_friendc
with(1315) direction= 270;
global.interact= 0;
global.flag[510]= 2;
con= 11;
global.filechoice= 0;
scr_save();
}
if(d_blk == 1) {
draw_set_color(0);
draw_rectangle(-10, -10, 999, 999, 0);
}
if(d_blk == 2) {
blk-= 0.01;
draw_set_color(0);
draw_set_alpha(blk);
draw_rectangle(-10, -10, 999, 999, 0);
if(blk <= 0) d_blk= 0;
draw_set_alpha(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>