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SemiMetalAlchemist

Step Event Issue

Apr 26th, 2018
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  1. if(room = room_outside){
  2.         event_inherited();
  3.  
  4.     w_spd = 1;
  5.     n_spd = 2;
  6.     r_spd = 3;
  7.     spd = n_spd;
  8.  
  9.     x_frame = 1;
  10.     y_frame = 8;
  11.  
  12.     x_offset = sprite_get_xoffset(mask_index);
  13.     y_offset = sprite_get_yoffset(mask_index);
  14.  
  15.     spr_base  = spr_female_base_1;
  16.     spr_torso = spr_female_white_sleeveless;
  17.     spr_legs  = spr_magenta_pants_female;
  18.     spr_hair  = spr_hair_female_pixie_blonde;
  19.     spr_feet  = spr_brown_longboots_female;
  20.     spr_shadow = spr_character_shadow
  21.  
  22.     facing = 0;
  23.  
  24.     input_device = 0;
  25.  
  26.     spr_idle = spr_character_shadow;            //Can adjust later
  27.     spr_walk = spr_character_shadow             //Can adjust later
  28.  
  29.     move_override = false;
  30. }
  31.  
  32.  
  33. if(room = room_dungeon_movement){
  34.         /// @description Init Player Movement
  35.     /// @description  This goes into the obj_player Create Event
  36.  
  37.     event_inherited();
  38.  
  39.     move_override = false;
  40.  
  41.     enum states {
  42.         idle,
  43.         walking
  44.     }
  45.  
  46.     state = states.idle;
  47.  
  48.     x_pos = x div tile_width;
  49.     y_pos = y div tile_height;
  50.  
  51.     x_from = x_pos;
  52.     y_from = y_pos;
  53.  
  54.     x_to = x_pos;
  55.     y_to = y_pos;
  56.  
  57.     walk_anim_length = 0.5;  /// Time it talks for the player to walk across the tile
  58.     walk_anim_time = 0; /// How far along in the animation we are
  59.  
  60.     image_speed = 0;
  61.     frames = [1, 2, 3, 4, 5, 6];  ///this is assuming a three frame walk cycle
  62.     walk_anim_frames = 6;
  63.  
  64.     sprite[directions.right] = spr_player_right;
  65.     sprite[directions.left] = spr_player_left;
  66.     sprite[directions.up] = spr_player_up;
  67.     sprite[directions.down] = spr_player_down;
  68.  
  69.     var tile_layer = layer_get_id("Collisions");
  70.     tile_map = layer_tilemap_get_id(tile_layer);
  71. }
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