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Step Event Issue

SemiMetalAlchemist | PRO | 04/26/18 07:03:22 PM UTC | 0 ⭐ | 10251 👁️ | Never ⏰ | []
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if(room = room_outside){
        event_inherited();
 
    w_spd = 1;
    n_spd = 2;
    r_spd = 3;
    spd = n_spd;
 
    x_frame = 1;
    y_frame = 8;
 
    x_offset = sprite_get_xoffset(mask_index);
    y_offset = sprite_get_yoffset(mask_index);
 
    spr_base  = spr_female_base_1;
    spr_torso = spr_female_white_sleeveless;
    spr_legs  = spr_magenta_pants_female;
    spr_hair  = spr_hair_female_pixie_blonde;
    spr_feet  = spr_brown_longboots_female;
    spr_shadow = spr_character_shadow
 
    facing = 0;
 
    input_device = 0;
 
    spr_idle = spr_character_shadow;            //Can adjust later
    spr_walk = spr_character_shadow             //Can adjust later
 
    move_override = false;
}
 
 
if(room = room_dungeon_movement){
        /// @description Init Player Movement
    /// @description  This goes into the obj_player Create Event
 
    event_inherited();
 
    move_override = false;
 
    enum states {
        idle,
        walking
    }
 
    state = states.idle;
 
    x_pos = x div tile_width;
    y_pos = y div tile_height;
 
    x_from = x_pos;
    y_from = y_pos;
 
    x_to = x_pos;
    y_to = y_pos;
 
    walk_anim_length = 0.5;  /// Time it talks for the player to walk across the tile
    walk_anim_time = 0; /// How far along in the animation we are
 
    image_speed = 0;
    frames = [1, 2, 3, 4, 5, 6];  ///this is assuming a three frame walk cycle
    walk_anim_frames = 6;
 
    sprite[directions.right] = spr_player_right;
    sprite[directions.left] = spr_player_left;
    sprite[directions.up] = spr_player_up;
    sprite[directions.down] = spr_player_down;
 
    var tile_layer = layer_get_id("Collisions");
    tile_map = layer_tilemap_get_id(tile_layer);
}

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    01/01/70 12:00:00 AM UTC
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    01/01/70 12:00:00 AM UTC
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