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obj_melonbulgen.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><undefined></spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>obj_bulletgenparent</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>xx= obj_heart.x - 160;
yy= obj_heart.y - 214;
instance_create(xx + 112, yy + 230, 526/* obj_melontooth */);
instance_create(xx + 140, yy + 248, 526/* obj_melontooth */);
instance_create(xx + 198, yy + 248, 526/* obj_melontooth */);
instance_create(xx + 172, yy + 256, 526/* obj_melontooth */);
instance_create(xx + 228, yy + 228, 526/* obj_melontooth */);
instance_create(xx + 112, yy + 176, 526/* obj_melontooth */);
instance_create(xx + 136, yy + 186, 526/* obj_melontooth */);
instance_create(xx + 170, yy + 190, 526/* obj_melontooth */);
instance_create(xx + 200, yy + 188, 526/* obj_melontooth */);
instance_create(xx + 228, yy + 178, 526/* obj_melontooth */);
instance_create(xx + 128, yy + 132, 527/* obj_meloneye */);
instance_create(xx + 210, yy + 134, 527/* obj_meloneye */);
dmg= 9;
</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>