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obj_knock_room.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_interactable</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>obj_readable</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>myinteract= 0;
read= 0;
image_xscale= 1;
image_yscale= 1;
if(room < 40 && global.plot == 0) instance_destroy();
knock= 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" enumb="5">
<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]= "%%";
if(room == 117) {
global.msg[0]= "* (Doesn\'t seem like& anyone\'s home.)/%%";
if(global.flag[350] == 0 && instance_exists(1026/* obj_papyrus_room */))
global.msg[0]= "* (If someone\'s there^1,& they aren\'t answering& the door.)/%%";
if(global.flag[350] == 1)
global.msg[0]= "* (No one is home.^1)&* (And you get the feeling& no one ever will be.)/%%";
if(global.flag[350] == 2)
global.msg[0]= "* (You hear irritated groans& from the inside.)/%%";
if(global.flag[389] >= 2)
global.msg[0]= "* (Sounds like only fire& lives here now.)/%%";
}
if(room == 69 && x > 200) {
global.msg[0]= "* Who\'s there^1?&* I\'m in the middle of& my favorite TV program./";
global.msg[1]= "* I know^1, I know..^1.&* Staring at a screen...&* Sounds like a boring hobby./";
global.msg[2]= "* But TV offers an escape& to another world^1.&* We really need that./%%";
if(read > 0)
global.msg[0]= "* You wanna watch too^1?&* Sorry^1, this is a one-player& TV show./%%";
}
if(room == 69 && x < 200) {
global.msg[0]= "* Ahh^1, what a beautiful knock..^1.!&* Maybe if I don\'t answer^1,& I\'ll hear it again./%%";
if(read == 1) global.msg[0]= "* Ahh^1, my patience rewards me./%%";
if(read > 1) global.msg[0]= "* Ahh.../%%";
if(scr_murderlv() >= 7) global.msg[0]= "* (No answer.)/%%";
}
if(room == 185) {
if(x < 166) global.msc= 860;
if(x > 240) global.msc= 862;
if(x > 300) global.msc= 864;
if(scr_murderlv() >= 12) {
global.msc= 0;
global.msg[0]= "* (No answer.)/%%";
}
}
read++;
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
</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>if(knock == 0) {
knock= 1;
if(knock == 1) alarm[5]= 30;
}
</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>if(knock > 0) {
if(knock == 1) snd_play(17/* snd_knock */);
knock= 0;
}
</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>