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obj_mkid_goner.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_mkid_goner_d</spriteName>
<solid>-1</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= 1385;
usprite= 1386;
lsprite= 1388;
rsprite= 1387;
dtsprite= 1385;
utsprite= 1386;
ltsprite= 1388;
rtsprite= 1387;
myinteract= 0;
facing= 3;
direction= 180;
talkedto= 0;
image_speed= 0;
con= 0;
fun= 0;
if(room == 91 && global.plot < 110) instance_destroy();
type= 0;
gox= 0;
if(global.flag[5] >= 90 && file_exists("undertale.ini")) {
ini_open("undertale.ini");
fsx= ini_read_real("General", "fun", 0);
if(fsx >= 90 && global.flag[5] >= 90) {
gox= 1;
type= 1;
}
ini_close();
}
if(global.debug == 1) gox= 1;
if(gox == 0) instance_destroy();
if(global.flag[7] == 1) instance_destroy();
</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]= "* Yo^1!&* You\'re a ??? too^1, right?/%%";
if(type == 1) {
global.msg[0]= "* Have you ever thought about& a world where everything is& exactly the same.../";
global.msg[1]= "* Except you don\'t exist?/";
global.msg[2]= "* Everything functions& perfectly without you.../";
global.msg[3]= "* Ha^1, ha..^1.&* The thought terrifies me./%%";
if(talkedto >= 1) global.msg[0]= "* .../%%";
if(global.flag[85] == 1) {
global.msg[0]= "* An umbrella...^1?&* But it\'s not raining./";
global.msg[1]= "* Ha^1, ha.../";
global.msg[2]= "* You know^1, that does make& me feel a little better& about this./";
global.msg[3]= "* Thank you./";
global.msg[4]= "* Please forget about me./%%";
if(talkedto >= 1)
global.msg[0]= "* Please don\'t think about& this anymore./%%";
if(global.flag[5] >= 90) global.flag[5]= 0;
}
}
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) {
script_execute(106/* scr_npcdir */, 2);
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>