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obj_muffetnpc2.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_muffet_overworld</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= 1219;
usprite= 1219;
lsprite= 1219;
rsprite= 1219;
dtsprite= 1219;
utsprite= 1219;
ltsprite= 1219;
rtsprite= 1219;
myinteract= 0;
facing= 0;
direction= 0;
talkedto= 0;
image_speed= 0;
if(scr_murderlv() >= 12) instance_destroy();
kk= 0;
if(global.flag[397] != 0) kk= 1;
if(global.plot < 165) kk= 1;
if(kk == 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]= "* There you are^1, dearie^1.&* You are always welcome in& my parlor!/";
global.msg[1]= "* Just stay on your best& behavior^1~&* Ueee hee hee hee~/%%";
if(global.flag[7] == 1) {
global.msg[0]= "* Bonjour^1, dearie^1~&* I just finished tallying up& all of our donations!/";
global.msg[1]= "* We\'ve finally raised enough& to rescue all the spiders& inside of the RUINS./";
global.msg[2]= "* And we\'ll also be able to& afford...!/";
global.msg[3]= "* ... nothing^1, because we& only sold one donut./";
global.msg[4]= "* What\'s wrong with everyone^1?&* Don\'t they like spiders~/%%";
if(global.flag[59] >= 1)
global.msg[3]= "* 4 pairs of stylish sunglasses& for every spider!/%%";
if(global.flag[59] >= 13)
global.msg[3]= "* 4 pairs of waterproof booties& for every spider!/%%";
if(global.flag[59] >= 25)
global.msg[3]= "* 4 pairs of stylish heels for& every spider!/%%";
if(global.flag[59] >= 40)
global.msg[3]= "* A spider baseball field^1!&* We\'ve already got the baseball& donuts ready~/%%";
if(global.flag[59] >= 70)
global.msg[3]= "* A spider football stadium^1!&* We\'ll play with 4 balls on the& field at once!/%%";
if(global.flag[59] >= 100) {
global.msg[3]= "* A brand new bakery^1!&* Thank you so much^1, dearie!/";
global.msg[4]= "* It\'s all because of you^2 &* (r money)./%%";
}
if(global.flag[59] >= 9000) {
global.msg[3]= "* A vacation anywhere in the& entire world!/";
global.msg[4]= "* Should we go to the tropics^1?&* Or a creepy abandoned house^1?&* We can\'t decide~/%%";
}
}
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);
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>