Deltarune (Chapter 2) script viewer

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gml_Object_obj_ch2_room_castle_dojo_Create_0

(view raw script w/o annotations or w/e)
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con = -1;
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var dojo_npc = instance_create(290, 220, obj_npc_dojo);
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with (dojo_npc)
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{
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    scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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    image_xscale = 2;
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    image_yscale = 2;
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}
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var puzzle_master_npc = instance_create(130, 80, obj_npc_puzzlemaster2);
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with (puzzle_master_npc)
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    scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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var desk_marker = scr_marker
scr_marker

function scr_marker(arg0, arg1, arg2) { thismarker = instance_create(arg0, arg1, obj_marker); with (thismarker) { sprite_index = arg2; image_speed = 0; } return thismarker; }
(84, 112, bg_dw_dojo_help_desk);
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desk_marker.depth = puzzle_master_npc.depth - 10;
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var desk_collider = instance_create(84, 115, obj_soliddark);
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desk_collider.image_xscale = 4;
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desk_collider.image_yscale = 1.5;
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var help_marker = scr_marker
scr_marker

function scr_marker(arg0, arg1, arg2) { thismarker = instance_create(arg0, arg1, obj_marker); with (thismarker) { sprite_index = arg2; image_speed = 0; } return thismarker; }
(115, 30, bg_dw_dojo_help);
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with (help_marker)
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    scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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var clover_npc = instance_create(370, 248, obj_npc_room);
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clover_npc.sprite_index = spr_clubs_idle;
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with (clover_npc)
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    scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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var blockguy_npc = instance_create(480, 78, obj_npc_room);
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blockguy_npc.sprite_index = spr_blockguy_idleFriendly;
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with (blockguy_npc)
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    scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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if (global.flag[640 recruit_www] != 1 || global.plot < 200)
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{
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    var pippins_npc = instance_create(472, 200, obj_npc_room);
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    pippins_npc.sprite_index = spr_npc_pippins;
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    with (pippins_npc)
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        scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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}
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else
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{
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    var were_npc = instance_create(452, 220, obj_npc_room);
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    were_npc.sprite_index = spr_werewerewire_idle;
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    with (were_npc)
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        scr_depth
scr_depth

function scr_depth() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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}