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- Šípy odpadlují výbušné sudy - Přidán tréninkový panák
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lofcz
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Dec 31, 2016
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49 changes: 49 additions & 0 deletions
49
SimplexRPGEngine/Engine source/objects/oCollectibleItem1Kvejk.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
<object> | ||
<spriteName>sRelic1</spriteName> | ||
<solid>0</solid> | ||
<visible>-1</visible> | ||
<depth>0</depth> | ||
<persistent>0</persistent> | ||
<parentName>parCollectible</parentName> | ||
<maskName><undefined></maskName> | ||
<events> | ||
<event eventtype="0" enumb="0"> | ||
<action> | ||
<libid>1</libid> | ||
<id>603</id> | ||
<kind>7</kind> | ||
<userelative>0</userelative> | ||
<isquestion>0</isquestion> | ||
<useapplyto>-1</useapplyto> | ||
<exetype>2</exetype> | ||
<functionname></functionname> | ||
<codestring></codestring> | ||
<whoName>self</whoName> | ||
<relative>0</relative> | ||
<isnot>0</isnot> | ||
<arguments> | ||
<argument> | ||
<kind>1</kind> | ||
<string>/// Set up | ||
|
||
scrItemCollectibleSetUp(itemEnum.itemCollectible1, 0, collectibleEnum.item); | ||
</string> | ||
</argument> | ||
</arguments> | ||
</action> | ||
</event> | ||
</events> | ||
<PhysicsObject>0</PhysicsObject> | ||
<PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
<PhysicsObjectShape>0</PhysicsObjectShape> | ||
<PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
<PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
<PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
<PhysicsShapePoints/> | ||
</object> |
129 changes: 129 additions & 0 deletions
129
SimplexRPGEngine/Engine source/objects/oCombatDummy.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> | ||
<object> | ||
<spriteName>sCombatDummy</spriteName> | ||
<solid>0</solid> | ||
<visible>-1</visible> | ||
<depth>-20</depth> | ||
<persistent>0</persistent> | ||
<parentName>parSolid</parentName> | ||
<maskName><undefined></maskName> | ||
<events> | ||
<event eventtype="0" enumb="0"> | ||
<action> | ||
<libid>1</libid> | ||
<id>603</id> | ||
<kind>7</kind> | ||
<userelative>0</userelative> | ||
<isquestion>0</isquestion> | ||
<useapplyto>-1</useapplyto> | ||
<exetype>2</exetype> | ||
<functionname></functionname> | ||
<codestring></codestring> | ||
<whoName>self</whoName> | ||
<relative>0</relative> | ||
<isnot>0</isnot> | ||
<arguments> | ||
<argument> | ||
<kind>1</kind> | ||
<string>/// Set up | ||
|
||
event_inherited(); | ||
image_speed = 0; | ||
hit = false; | ||
</string> | ||
</argument> | ||
</arguments> | ||
</action> | ||
</event> | ||
<event eventtype="4" ename="oProjectile"> | ||
<action> | ||
<libid>1</libid> | ||
<id>603</id> | ||
<kind>7</kind> | ||
<userelative>0</userelative> | ||
<isquestion>0</isquestion> | ||
<useapplyto>-1</useapplyto> | ||
<exetype>2</exetype> | ||
<functionname></functionname> | ||
<codestring></codestring> | ||
<whoName>self</whoName> | ||
<relative>0</relative> | ||
<isnot>0</isnot> | ||
<arguments> | ||
<argument> | ||
<kind>1</kind> | ||
<string>/// Hit | ||
|
||
hit = true; | ||
</string> | ||
</argument> | ||
</arguments> | ||
</action> | ||
</event> | ||
<event eventtype="7" enumb="7"> | ||
<action> | ||
<libid>1</libid> | ||
<id>603</id> | ||
<kind>7</kind> | ||
<userelative>0</userelative> | ||
<isquestion>0</isquestion> | ||
<useapplyto>-1</useapplyto> | ||
<exetype>2</exetype> | ||
<functionname></functionname> | ||
<codestring></codestring> | ||
<whoName>self</whoName> | ||
<relative>0</relative> | ||
<isnot>0</isnot> | ||
<arguments> | ||
<argument> | ||
<kind>1</kind> | ||
<string>/// Stop animation | ||
|
||
hit = false; | ||
</string> | ||
</argument> | ||
</arguments> | ||
</action> | ||
</event> | ||
<event eventtype="8" enumb="0"> | ||
<action> | ||
<libid>1</libid> | ||
<id>603</id> | ||
<kind>7</kind> | ||
<userelative>0</userelative> | ||
<isquestion>0</isquestion> | ||
<useapplyto>-1</useapplyto> | ||
<exetype>2</exetype> | ||
<functionname></functionname> | ||
<codestring></codestring> | ||
<whoName>self</whoName> | ||
<relative>0</relative> | ||
<isnot>0</isnot> | ||
<arguments> | ||
<argument> | ||
<kind>1</kind> | ||
<string>/// Draw self | ||
|
||
if (hit) {image_speed = 0.3;} | ||
else {image_speed = 0;} | ||
|
||
draw_self(); | ||
</string> | ||
</argument> | ||
</arguments> | ||
</action> | ||
</event> | ||
</events> | ||
<PhysicsObject>0</PhysicsObject> | ||
<PhysicsObjectSensor>0</PhysicsObjectSensor> | ||
<PhysicsObjectShape>0</PhysicsObjectShape> | ||
<PhysicsObjectDensity>0.5</PhysicsObjectDensity> | ||
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> | ||
<PhysicsObjectGroup>0</PhysicsObjectGroup> | ||
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> | ||
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> | ||
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> | ||
<PhysicsObjectAwake>-1</PhysicsObjectAwake> | ||
<PhysicsObjectKinematic>0</PhysicsObjectKinematic> | ||
<PhysicsShapePoints/> | ||
</object> |
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