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https://github.com/izzy2lost/AM2R-Community-Updates.git
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227 lines
6.3 KiB
XML
227 lines
6.3 KiB
XML
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sIntro_A1</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>-1</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>/// CREATION
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image_speed = 0; // 0.25 at runtime, don't set until visible
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alarm[0] = 2;
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//vis = 0;
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visible = 0;
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state = 1;
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for (var i = 0; i < (image_number + 1); i++) {
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pause[i] = 0;
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}
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quarter_delay = 15;
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final_delay = 180;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="2" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>/// ALARM[0]
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var index = real(string_char_at(sprite_get_name(sprite_index), 9));
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//show_debug_message(string(index));
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for (var i = 0; i < (image_number + 1); i++) { // Safety first, kiddos
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pause[i] = 0;
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}
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// Grab values from oControl...
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pause[oControl.mod_header[index, 1]] = quarter_delay;
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pause[oControl.mod_header[index, 2]] = quarter_delay;
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pause[oControl.mod_header[index, 3]] = quarter_delay;
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pause[oControl.mod_header[index, 4]] = final_delay;
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if (sprite_index = sIntro_A7) { // Special handling for INTERLOPER
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pause[oControl.mod_header[index, 2]] = quarter_delay*2;
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pause[oControl.mod_header[index, 3]] = quarter_delay*2;
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pause[oControl.mod_header[index, 4]] = quarter_delay*2;
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}
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//pause[0] = quarter_delay;
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//pause[3] = quarter_delay;
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/*switch (sprite_index) {
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case sIntro_A1:
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case sIntro_A2: {
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pause[19] = quarter_delay;
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pause[21] = final_delay;
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break;
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}
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case sIntro_A4:
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case sIntro_A8: {
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pause[15] = quarter_delay;
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pause[17] = final_delay;
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break;
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}
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case sIntro_A3: {
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pause[24] = quarter_delay;
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pause[26] = final_delay;
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break;
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}
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case sIntro_A5: {
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pause[26] = quarter_delay;
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pause[28] = final_delay;
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break;
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}
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case sIntro_A7: {
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pause[7] = quarter_delay*2;
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pause[9] = quarter_delay*2;
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pause[17] = quarter_delay*2;
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}
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}*/
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visible = 1;
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image_speed = 0.25;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>/// STEP
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if ((state == 0) || (!global.ingame) || (room == rm_transition)) {
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image_speed = 0;
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exit;
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} else {
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if (pause[floor(image_index)] > 0) { // If one of the pause frames and not yet depleted...
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image_speed = 0; // Freeze
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image_index = floor(image_index);
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pause[floor(image_index)] --;
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} else {
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image_speed = 0.25;
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}
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="7" enumb="7">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>/// ANIMATION_END
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instance_destroy();
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="8" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (global.ingame && oControl.displaygui && instance_exists(oCharacter)) {
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surface_set_target(oControl.gui_surface);
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draw_sprite_ext(sprite_index, image_index, (160 - (floor(sprite_get_width(sprite_index)/2))) + (oControl.widescreen_space/2), 30, 1, 1, 0, -1, image_alpha); // y was 30 for top, 228 for bottom
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// 316 used to be x for right alignment
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surface_reset_target();
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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