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AM2R-TimeTrials/objects/oA4EscapeChangeTrigger.obje...

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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>sEDTrigger</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</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>if (global.event[203] == 0) instance_destroy();
layer_show = 0;
layer_hide = 0;
obj_destroy = -4;
obj_move = -4;
targetx = 0;
targety = 0;
expl_dir = 90;
expl_spd = 2;
width = 32;
height = 32;
delay = 1;
active = 0;
explosions = 5;
smoke_steps = 60;
ev_state = 0;
</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>expl = instance_create(targetx, targety, oExplosionSmoke);
expl.width = width;
expl.height = height;
expl.expl_dir = expl_dir;
expl.expl_spd = expl_spd;
expl.explosions = explosions;
expl.smoke_steps = smoke_steps;
if (layer_show != 0) tile_layer_show(layer_show);
if (layer_hide != 0) tile_layer_hide(layer_hide);
if (obj_destroy != -4)
if (room == rm_a4b07) { with (obj_destroy) instance_destroy(); }
if (room == rm_a4b12)
{
instance_create(304, 128, oSolid1);
instance_create(304, 144, oSolid1);
instance_create(304, 160, oSolid1);
instance_create(304, 176, oSolid1);
with (inst_130129) instance_destroy();
}
if (room =! rm_a4b12)
{
if (obj_move != -4) with (obj_move) y -= 240;
}
debx = lengthdir_x(20, expl_dir);
deby = lengthdir_y(20, expl_dir);
repeat (10) {
deb = instance_create(targetx + debx, targety + deby, oDebris);
deb.alarm[0] = 60 + random(20);
deb.direction = random_range(expl_dir - 30, expl_dir + 30);
deb.speed = 1 + random(expl_spd);
}
if (ev_state != 0) global.event[203] = ev_state;
sfx_play(sndA4Expl);
instance_destroy();
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="oCharacter">
<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>if (active == 0) {
active = 1;
alarm[0] = delay;
}
</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>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>