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1
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function scr_maincharacters_actorsscr_maincharacters_actors
function scr_maincharacters_actors()
{
actor_count = 0;
kr = 0;
kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
scr_actor_setup(kr, kr_actor, "kris");
kr_actor.sprite_index = obj_mainchara.sprite_index;
kr_actor.depth = obj_mainchara.depth;
with (obj_mainchara)
visible = 0;
for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++)
{
if (i_ex(global.cinstance[__jj]))
{
if (global.cinstance[__jj].name == "susie")
{
actor_count++;
su = __jj + 1;
su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(su, su_actor, "susie");
su_actor.sprite_index = global.cinstance[__jj].sprite_index;
su_actor.depth = global.cinstance[__jj].depth;
with (global.cinstance[__jj])
visible = 0;
}
if (global.cinstance[__jj].name == "ralsei")
{
actor_count++;
ra = __jj + 1;
ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(ra, ra_actor, "ralsei");
ra_actor.sprite_index = global.cinstance[__jj].sprite_index;
ra_actor.depth = global.cinstance[__jj].depth;
with (global.cinstance[__jj])
visible = 0;
}
if (global.cinstance[__jj].name == "noelle")
{
actor_count++;
no = __jj + 1;
no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(no, no_actor, "noelle");
no_actor.sprite_index = global.cinstance[__jj].sprite_index;
no_actor.depth = global.cinstance[__jj].depth;
with (global.cinstance[__jj])
visible = 0;
}
}
}
}
()
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2
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{
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3
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actor_count = 0;
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4
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kr = 0;
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5
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kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
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6
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scr_actor_setupscr_actor_setup
function scr_actor_setup(arg0, arg1, arg2)
{
_actorid = arg0;
_actorinstance = arg1;
_actorname = arg2;
obj_cutscene_master.actor_id[_actorid] = _actorinstance;
obj_cutscene_master.actor_name[_actorid] = _actorname;
with (_actorinstance)
{
number = arg0;
scr_set_facing_sprites(arg2);
}
}
(kr, kr_actor, "kris");
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7
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kr_actor.sprite_index = obj_mainchara.sprite_index;
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8
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kr_actor.depth = obj_mainchara.depth;
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9
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with (obj_mainchara)
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10
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visible = 0;
|
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11
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for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++)
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12
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{
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13
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if (i_ex(global.cinstance[__jj]))
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14
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{
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15
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if (global.cinstance[__jj].name == "susie")
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16
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{
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17
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actor_count++;
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18
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su = __jj + 1;
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19
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su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
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20
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scr_actor_setupscr_actor_setup
function scr_actor_setup(arg0, arg1, arg2)
{
_actorid = arg0;
_actorinstance = arg1;
_actorname = arg2;
obj_cutscene_master.actor_id[_actorid] = _actorinstance;
obj_cutscene_master.actor_name[_actorid] = _actorname;
with (_actorinstance)
{
number = arg0;
scr_set_facing_sprites(arg2);
}
}
(su, su_actor, "susie");
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21
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su_actor.sprite_index = global.cinstance[__jj].sprite_index;
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22
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su_actor.depth = global.cinstance[__jj].depth;
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23
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with (global.cinstance[__jj])
|
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24
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visible = 0;
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25
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}
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26
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if (global.cinstance[__jj].name == "ralsei")
|
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27
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{
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28
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actor_count++;
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29
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ra = __jj + 1;
|
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30
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ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
|
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31
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scr_actor_setupscr_actor_setup
function scr_actor_setup(arg0, arg1, arg2)
{
_actorid = arg0;
_actorinstance = arg1;
_actorname = arg2;
obj_cutscene_master.actor_id[_actorid] = _actorinstance;
obj_cutscene_master.actor_name[_actorid] = _actorname;
with (_actorinstance)
{
number = arg0;
scr_set_facing_sprites(arg2);
}
}
(ra, ra_actor, "ralsei");
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32
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ra_actor.sprite_index = global.cinstance[__jj].sprite_index;
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33
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ra_actor.depth = global.cinstance[__jj].depth;
|
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34
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with (global.cinstance[__jj])
|
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35
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visible = 0;
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36
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}
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37
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if (global.cinstance[__jj].name == "noelle")
|
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38
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{
|
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39
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actor_count++;
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40
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no = __jj + 1;
|
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41
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no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
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42
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scr_actor_setupscr_actor_setup
function scr_actor_setup(arg0, arg1, arg2)
{
_actorid = arg0;
_actorinstance = arg1;
_actorname = arg2;
obj_cutscene_master.actor_id[_actorid] = _actorinstance;
obj_cutscene_master.actor_name[_actorid] = _actorname;
with (_actorinstance)
{
number = arg0;
scr_set_facing_sprites(arg2);
}
}
(no, no_actor, "noelle");
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43
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no_actor.sprite_index = global.cinstance[__jj].sprite_index;
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44
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no_actor.depth = global.cinstance[__jj].depth;
|
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45
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with (global.cinstance[__jj])
|
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46
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visible = 0;
|
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47
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}
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48
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}
|
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49
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}
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50
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}
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