|
1
|
with (obj_board_camera)
|
|
2
|
{
|
|
3
|
instawarp = true;
|
|
4
|
if (other.teleport_type == "none")
|
|
5
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (2432, 576, 2432, 656 + (obj_mainchara_board.y - 144));
|
|
6
|
if (other.teleport_type == "to maze")
|
|
7
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3584, 1344, 3584, 1424 + (obj_mainchara_board.y - 144));
|
|
8
|
if (other.teleport_type == "maze up")
|
|
9
|
{
|
|
10
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3584, 1344, 3600 + (obj_mainchara_board.x - 144), 1568);
|
|
11
|
if (obj_board_camera.board_2_maze_state == 0)
|
|
12
|
obj_board_camera.board_2_maze_state = 1;
|
|
13
|
else if (obj_board_camera.board_2_maze_state == 1)
|
|
14
|
obj_board_camera.board_2_maze_state = 2;
|
|
15
|
else
|
|
16
|
obj_board_camera.board_2_maze_state = 0;
|
|
17
|
}
|
|
18
|
if (other.teleport_type == "maze down")
|
|
19
|
{
|
|
20
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3584, 1344, 3600 + (obj_mainchara_board.x - 144), 1344);
|
|
21
|
if (obj_board_camera.board_2_maze_state == 5)
|
|
22
|
obj_board_camera.board_2_maze_state = 6;
|
|
23
|
else
|
|
24
|
obj_board_camera.board_2_maze_state = 0;
|
|
25
|
}
|
|
26
|
if (other.teleport_type == "maze left")
|
|
27
|
{
|
|
28
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3584, 1344, 3936, 1424 + (obj_mainchara_board.y - 144));
|
|
29
|
if (obj_board_camera.board_2_maze_state == 2)
|
|
30
|
obj_board_camera.board_2_maze_state = 3;
|
|
31
|
else
|
|
32
|
obj_board_camera.board_2_maze_state = 0;
|
|
33
|
if (obj_board_camera.board_2_maze_state == 0)
|
|
34
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (1280, 1344, 1632, 1424 + (obj_mainchara_board.y - 144));
|
|
35
|
}
|
|
36
|
if (other.teleport_type == "maze right")
|
|
37
|
{
|
|
38
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3584, 1344, 3584, 1424 + (obj_mainchara_board.y - 144));
|
|
39
|
if (obj_board_camera.board_2_maze_state == 3)
|
|
40
|
obj_board_camera.board_2_maze_state = 4;
|
|
41
|
else if (obj_board_camera.board_2_maze_state == 4)
|
|
42
|
obj_board_camera.board_2_maze_state = 5;
|
|
43
|
else if (obj_board_camera.board_2_maze_state == 6)
|
|
44
|
obj_board_camera.board_2_maze_state = 7;
|
|
45
|
else
|
|
46
|
obj_board_camera.board_2_maze_state = 0;
|
|
47
|
if (obj_board_camera.board_2_maze_state == 7)
|
|
48
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (3968, 1088, 3968, 1168 + (obj_mainchara_board.y - 144));
|
|
49
|
}
|
|
50
|
if (other.teleport_type == "maze out")
|
|
51
|
scr_quickwarpscr_quickwarp
function scr_quickwarp(arg0, arg1, arg2, arg3)
{
with (obj_board_camera)
{
global.interact = 1;
shift = "warp";
warpx = arg0;
warpy = arg1;
playerX = arg2;
playerY = arg3;
}
} (2432, 1344, 2432, 1424 + (obj_mainchara_board.y - 144));
|
|
52
|
}
|
|
53
|
if (teleport_type == "none")
|
|
54
|
instance_destroy();
|