image_blend = c_white; myinteract = 0; scr_darksize(); image_speed = 0; active = true; depth = 999998; con = 0; timer = 0; mysolid = instance_create(x, y, obj_board_solid); mysolid.image_xscale = 2; mysolid.image_yscale = 2; key = []; array_push(key, instance_create(x - 32, y, obj_board_marker)); array_push(key, instance_create(x + 16, y - 32, obj_board_marker)); array_push(key, instance_create(x + 64, y, obj_board_marker)); for (var i = 0; i < array_length(key); i++) { key[i].sprite_index = spr_board_keyhole; scr_darksize(key[i]); key[i].depth = depth + 1; } keystouse = 0; read = 0; dooropened = 0; keytimer = 0; nokeyholes = false; sunmoonstone = 0; if (room == room_board_1_sword) { marker = scr_board_marker(x, y, sprite_index, image_speed, depth, image_xscale, 0); instance_destroy(); } siner = 0; failsafe = 0;