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gml_Object_obj_npc_puzzlemaster2_ch1_Create_0

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1
myinteract = 0;
2
talked = 0;
3
image_speed = 0;
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image_xscale = 2;
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image_yscale = 2;
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con = 0;
7
scr_depth_ch1
scr_depth_ch1

function scr_depth_ch1() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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image_speed = 0;
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type = 0;
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siner = 0;
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active = 0;
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emotion = 0;
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beanie[0] = 0;
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beanie[1] = 0;
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beanie[2] = 0;
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if (x < 350)
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{
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    beanie[1] = 0;
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    beanie[0] = 1;
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    type = 1;
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}
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if (x < 250)
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{
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    beanie[0] = 1;
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    beanie[2] = 1;
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    type = 2;
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}
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if (x < 150)
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{
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    beanie[0] = 1;
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    beanie[1] = 1;
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    beanie[2] = 1;
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    type = 3;
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    if (room == room_field_puzzletutorial_ch1)
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    {
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        hole = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(270, 126, spr_donation_hole_and_tree_ch1);
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        hole.image_index = 1;
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        hole.depth = 900000;
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    }
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}