You've already forked AM2R-Community-Updates
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https://github.com/izzy2lost/AM2R-Community-Updates.git
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171 lines
5.4 KiB
XML
171 lines
5.4 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><undefined></spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>5</depth>
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<persistent>0</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>i = 0;
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repeat (10) {
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sx[i] = x;
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sy[i] = y;
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i += 1;
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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="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>if (oCharacter.state == 23 || oCharacter.state == 24) {
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sx[10] = sx[9];
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sx[9] = sx[8];
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sx[8] = sx[7];
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sx[7] = sx[6];
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sx[6] = sx[5];
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sx[5] = sx[4];
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sx[4] = sx[3];
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sx[3] = sx[2];
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sx[2] = sx[1];
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sx[1] = sx[0];
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sx[0] = x;
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sy[10] = sy[9];
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sy[9] = sy[8];
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sy[8] = sy[7];
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sy[7] = sy[6];
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sy[6] = sy[5];
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sy[5] = sy[4];
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sy[4] = sy[3];
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sy[3] = sy[2];
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sy[2] = sy[1];
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sy[1] = sy[0];
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sy[0] = y;
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x = oCharacter.x;
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y = oCharacter.y;
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switch (oControl.mod_fusion) {
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case 1: {
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///make_color_rgb(red, green, blue);
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if (oControl.msr_fusionsuit == 1)
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{
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if (global.currentsuit == 0) image_blend = make_color_rgb(oControl.Trail_P_R_F_SR, oControl.Trail_P_G_F_SR, oControl.Trail_P_B_F_SR);
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}
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else
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{
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if (global.currentsuit == 0) image_blend = make_color_rgb(oControl.Trail_P_R_F, oControl.Trail_P_G_F, oControl.Trail_P_B_F);
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}
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if (oControl.msr_fusionsuit == 1)
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{
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if (global.currentsuit == 1) image_blend = make_color_rgb(oControl.Trail_V_R_F_SR, oControl.Trail_V_G_F_SR, oControl.Trail_V_B_F_SR);
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}
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else
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{
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if (global.currentsuit == 1) image_blend = make_color_rgb(oControl.Trail_V_R_F, oControl.Trail_V_G_F, oControl.Trail_V_B_F);
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}
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if (oControl.msr_fusionsuit == 1)
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{
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if (global.currentsuit == 2) image_blend = make_color_rgb(oControl.Trail_G_R_F_SR, oControl.Trail_G_G_F_SR, oControl.Trail_G_B_F_SR);
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}
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else
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{
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if (global.currentsuit == 2) image_blend = make_color_rgb(oControl.Trail_G_R_F, oControl.Trail_G_G_F, oControl.Trail_G_B_F);
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}
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break;
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}
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default: {
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if (global.currentsuit == 0) image_blend = make_color_rgb(oControl.Trail_P_R, oControl.Trail_P_G, oControl.Trail_P_B); //c_yellow;
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if (global.currentsuit == 1) image_blend = make_color_rgb(oControl.Trail_V_R, oControl.Trail_V_G, oControl.Trail_V_B); //c_lime;
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if (global.currentsuit == 2) image_blend = make_color_rgb(oControl.Trail_G_R, oControl.Trail_G_G, oControl.Trail_G_B); //c_aqua;
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break;
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}
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}
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} else instance_destroy(); // if (oCharacter.state == 23 || oCharacter.state == 24) else
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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>i = 0;
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repeat (10) {
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draw_set_blend_mode(bm_add);
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draw_sprite_ext(sBallTrail, 0, sx[i], sy[i], 1, 1, 0, image_blend, (1 - i * 0.1) * 0.5);
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draw_set_blend_mode(bm_normal);
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i += 1;
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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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