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obj_lock_and_key.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_key_and_note</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>myinteract= 0;
image_xscale= 1;
image_yscale= 1;
salad= instance_create(x, y + 5, 6/* obj_solidexwide */);
if(global.flag[454] == 1) {
with(salad) instance_destroy();
instance_destroy();
}
con= 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]= "* (The way is blocked by two& padlocks.^1)&* (There\'s a note attached.)/";
global.msg[1]= "* (Howdy^1! I\'m in the garden.)/";
global.msg[2]= "* (If you have anything you& need to get off your chest^1,& please don\'t hesitate to come.)/";
global.msg[3]= "* (The keys are in the kitchen& and the hallway.)/%%";
if(scr_murderlv() >= 16)
global.msg[0]= "\\R* (He leaves them in the& kitchen and the hallway.)/%%";
if(global.flag[454] == 0.5) {
global.msg[0]= "* (You\'ll need both keys to& get through.)/%%";
if(scr_murderlv() >= 16) global.msg[0]= "\\R* (There are two keys.)/%%";
}
if(global.flag[452] == 1 && global.flag[453] == 1) {
global.flag[454]= 1;
global.msg[0]= "* (You unlocked the chain.)/%%";
if(scr_murderlv() >= 16)
global.msg[0]= "\\R* (I unlocked the chain.)/%%";
con= 2;
}
mydialoguer= instance_create(0, 0, 779/* obj_dialoguer */);
if(global.flag[454] == 0) global.flag[454]= 0.5;
</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(con == 2 && !instance_exists(782/* OBJ_WRITER */) && global.flag[454] == 1) {
con= 3;
global.interact= 0;
with(salad) instance_destroy();
instance_destroy();
}
</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>