base_xpos = (room == room_dw_mansion_acid_tunnel_loop_rouxls) ? x : camerax(); base_ypos = (room == room_dw_mansion_acid_tunnel_loop_rouxls) ? y : cameray(); maker = 0; if (room != room_dw_mansion_acid_tunnel_loop_rouxls) depth = obj_rouxls_enemy.depth + 9997; else depth = 840000; AvailableTension = 150; HouseTensionCost = 0; HouseCount = 0; HouseCountMax = 1; RouxlsTurn = 0; RouxlsHouseMax = 2; RalseiDistract = 0; RalseiDistractTwice = 0; for (i = 0; i < 16; i += 1) { for (j = 0; j < 6; j += 1) { TileLand[i][j] = 0; TileHasHouse[i][j] = 0; TileYouCanBuild[i][j] = 0; TileRouxlsCanBuild[i][j] = 0; tileHouseY[i][j] = 0; if (collision_point(base_xpos + (i * 40) + 20, cameray() + (j * 40) + 100, obj_simtown_landmaker, false, true)) TileLand[i][j] = 1; } } TileHasHouse[4][0] = 1; TileHasHouse[11][5] = 2; CursorX = 0; CursorY = 0; CursorVisualX = 0; CursorVisualY = 0; YourAvailableTileTotal = 0; RouxlsAvailableTileTotal = 0; GameOver = 0; MyTurn = -1; TurnCon = 0; StatusMessage = "* Build a house!"; scr_simtown_canbuild_check(); scr_simtown_reset_cursor(); siner = 0; actresult = "tie"; specialCursor = scr_dark_marker(-100, -100, spr_simtown_selector); specialCursor.depth = -100; specialCursor.image_speed = 0.2; flyaway = 0;