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obj_grillbynpc_hot2.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_npc_redbird</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>obj_readablesolid</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>dsprite= 1353;
usprite= 1362;
lsprite= 1367;
rsprite= 1363;
dtsprite= 1353;
utsprite= 1362;
ltsprite= 1367;
rtsprite= 1363;
myinteract= 0;
facing= 0;
direction= 0;
talkedto= 0;
image_speed= 0;
fun= 0;
if(scr_murderlv() >= 7) instance_destroy();
sansmode= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" 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>myinteract= 3;
global.msc= 0;
global.typer= 5;
global.facechoice= 0;
global.faceemotion= 0;
global.msg[0]= "* Those dogs are part of& the ROYAL GUARD^1, the elite& military group led by UNDYNE./";
global.msg[1]= "* She\'s rude^1, loud^1, and beats up& everybody who gets in her& way.../";
global.msg[2]= "* It\'s no wonder all the kids& want to be like her when& they grow up!/%%";
if(talkedto > 0)
global.msg[0]= "* I want to be like UNDYNE& when I grow up^1, too^1!&* Hoo hoo hoo!/%%";
if(sansmode == 1) {
global.msg[0]= "* Sans is a sentry^1.&* But don\'t let his title make& you think he does anything./";
global.msg[1]= "\\W* Everyone knows he sits& around in the forest& reading \\Ycar magazines\\W./%%";
}
if(global.plot >= 122)
global.msg[0]= "* Ehhhhhhhhnnnnn..^1.&* I wish I had something else& to do./%%";
if(scr_deaddog()) {
global.msg[0]= "* Those dogs are part of& the ROYAL GUARD^1, the.../";
global.msg[1]= "* Huh^1?&* Where are they?/";
global.msg[2]= "* Something feels really off./%%";
}
if(global.flag[7] == 1) {
global.msg[0]= "* Wow^1, a brand new world.../";
global.msg[1]= "* I might not get to& translate for Grillby& anymore.../";
global.msg[2]= "* ... which is fine^1, since I& was actually just making& up what he was saying./%%";
}
if(global.flag[67] == 1) {
global.msg[0]= "* Grillby is getting nervous./";
global.msg[1]= "* Sans is his best customer^1,& and he hasn\'t shown up& at all today.../%%";
}
if(global.flag[350] == 1) {
global.msg[0]= "* Something feels really bad^1.&* Our lives are going nowhere^1,& aren\'t they...?/";
global.msg[1]= "* I think I need another& espresso.../%%";
}
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
talkedto++;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" 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>scr_depth(0, 0, 0, 0, 0);
if(fun == 0) scr_npc_anim();
</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>