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AM2R-TimeTrials/objects/oMGammaMutate.object.gmx

164 lines
4.7 KiB

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sMGammaMutate</spriteName>
<solid>0</solid>
<visible>-1</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>image_speed = 0;
state = 0;
statetime = 0;
xoffset = 0;
yoffset = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" 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 (state == 0) {
if (statetime == 120) {
state = 1;
statetime = 0;
}
}
if (state == 1) {
if (statetime == 5) sfx_play(sndMGammaMorph);
if (image_index &lt; 4) image_index += 0.1;
if (statetime == 45) {
state = 2;
statetime = 0;
}
}
if (state == 2) {
if (image_index &lt; 12) image_index += 0.1;
xoffset = round(random(2));
yoffset = round(random(2));
if (statetime == 10) {
bld = instance_create(x - 10, y - 12, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
}
if (statetime == 40) {
bld = instance_create(x + 8, y - 1, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_angle = 180;
}
if (statetime == 60) {
bld = instance_create(x - 16, y - 2, oFXAnimSpark);
bld.sprite_index = sMGammaBlood1;
bld.image_speed = 0.5;
bld.image_alpha = 0.6;
bld.image_angle = 90;
}
if (statetime == 80) {
state = 3;
statetime = 0;
}
} // if (state == 2)
if (state == 3) {
if (statetime == 10) sfx_play(sndMGammaEyes);
xoffset = 0;
yoffset = 0;
if (image_index &lt; 25) image_index += 0.25;
if (statetime == 90) {
create_gamma(x, y, 12, 1);
with (oEventCamera2) alarm[0] = 1;
instance_destroy();
}
}
statetime += 1;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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(oControl.mod_fusion == 1 || oControl.MonsterPalettesFusionOnly == 0) {
pal_swap_set(oControl.GammaPalette, 1, false);
}
alpha2 = image_index - floor(image_index);
alpha1 = 1 - alpha2;
if (state == 2) {
draw_sprite_ext(sprite_index, image_index, x + xoffset, y + yoffset, 1, 1, 0, -1, alpha1 * 1.5);
draw_sprite_ext(sprite_index, image_index + 1, x + xoffset, y + yoffset, 1, 1, 0, -1, alpha2 * 1.5);
} else draw_sprite_ext(sprite_index, image_index, x + xoffset, y + yoffset, 1, 1, 0, -1, 1);
shader_reset();
</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>