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https://github.com/izzy2lost/AM2R-Community-Updates.git
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192 lines
5.3 KiB
XML
192 lines
5.3 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>sTankProj</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>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>canbeX = 0;
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image_speed = 0.5;
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hpush = 5;
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vpush = -3;
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//damage = 24;
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damage = global.mod_tankDprojectile;
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split = 1;
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type = "PLASMA";
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phase = 0;
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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 (phase > 0) phase --;
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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="4" ename="oSolid">
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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 (type != "WAVE" && phase == 0) {
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event_user(0);
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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="4" ename="oCharacter">
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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 (phase == 0) {
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damage_player(damage, hpush, vpush, 0, 0);
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event_user(0);
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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="10">
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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 (type == "ICE" && split == 1) {
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/*var proj1 = instance_create(x, y, oTankProjectile);
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proj1.direction = 315;
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proj1.image_angle = 315;
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proj1.type = "ICE";
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proj1.split = 0;
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proj1.speed = 4;
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proj1.phase = 30;
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//proj1.sprite_index = sTankProj3;
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var proj2 = instance_create(x, y, oTankProjectile);
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proj2.direction = 225;
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proj2.image_angle = 225;
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proj2.type = "ICE";
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proj2.split = 0;
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proj2.speed = 4;
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proj2.phase = 30;
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//proj2.sprite_index = sTankProj3;*/
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for (var i = 1; i < 5; i++) {
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var proj = instance_create(x, y, oTankProjectile);
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proj.direction = (i*90) - 45;
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proj.image_angle = (i*90) - 45;
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proj.type = "ICE";
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proj.split = 0;
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proj.speed = 4;
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proj.phase = 5;
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proj.sprite_index = sTankProj2;
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}
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}
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expl = instance_create(x, y, oFXAnimSpark);
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expl.image_speed = 0.5;
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expl.additive = 0;
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switch (type) {
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case "PLASMA": expl.sprite_index = sPBeamExpl; break;
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case "ICE": expl.sprite_index = sIBeamExpl; break;
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case "WAVE": expl.sprite_index = sWBeamExpl; break;
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}
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PlaySoundMono(sndProjHit2);
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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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</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>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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