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https://github.com/izzy2lost/AM2R-Community-Updates.git
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170 lines
5.1 KiB
XML
170 lines
5.1 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>ssEDFX</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>1</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>fade = 0;
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moveplayer = 0;
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if (global.transitiontype > 1) event_user(0);
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with (oCharacter) visible = true;
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if(oControl.mod_previous_room == rm_a0h35) global.waterlevel = 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 (global.transitiontype == 0) {
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if (fade < 1) {
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fade += 0.1;
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} else event_user(0);
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}
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if (global.transitiontype == 1) {
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if (fade < 1) {
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fade += 0.1;
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} else if (moveplayer < 30) {
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with (oCharacter) {
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x -= (x - global.transitionx) / 10;
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y -= (y - global.transitiony) / 10;
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}
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moveplayer += 1;
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} else event_user(0);
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}
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//if (global.widescreen_enabled != oControl.widescreen) oControl.wAlpha = moveplayer/30;
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//if (floor(moveplayer) == 15) { // fix for transitioning to 4:3 from widescreen NOPE
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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 (instance_exists(oCharacter)) {
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oCharacter.x = -100;
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oCharacter.y = -100;
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}
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// widescreen toggle on transition load
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if ((global.widescreen_enabled != oControl.widescreen) && (oControl.widescreen_switch == true)) {
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with (oControl) {
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widescreen = global.widescreen_enabled;
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if (widescreen) {
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widescreen_space = 106;
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}
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if (global.opfullscreen == 0) {
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set_window_scale(window_get_height()/240);
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window_set_position(window_get_x()+((53-(global.widescreen_enabled*106))*(window_get_height()/240)),window_get_y());
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}
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}
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oControl.widescreen_switch = false;
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//view_visible[2] = false;
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}
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room_goto(global.targetroom);
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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.transitiontype == 0) || (global.transitiontype == 1)) {
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if (surface_exists(oControl.screen_surface)) draw_surface_ext(oControl.screen_surface, -oControl.widescreen_space/2, 0, 1, 1, 0, -1, 1 - fade);
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} //
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/*if (global.transitiontype == 0 || global.transitiontype == 1) {
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if (surface_exists(oControl.screen_surface)) draw_surface_ext(oControl.screen_surface, -oControl.widescreen_space/2, 0, 1, 1, 0, -1, 1 - fade);
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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>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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