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_DIALOGUE_EVENT_HANDLER_STG1


An example of an object that performs different actions based on the progression through the active dialogue sequence.


Locals: None


Events:


Trigger # Actions
Alarm[0] 1 Set _DIALOGUE_CONTROLLER's _INTERMISSION to false, and advance the current dialogue sequence.
Step 1 If there's a replay currently being played back and the Z-Key was pressed on the current frame, trigger the User Defined 0 event.
Draw 1 If Alarm[0] is counting down and the active dialogue sequence is at the designated line number, draw an arbitrary sprite.
User Defined 0 1 If the active dialogue sequence is at line number 0, set _DIALOGUE_CONTROLLER's _INTERMISSION to true and it's alpha-related locals to 0, set Alarm[0] to an arbitrary value.
Press Z-Key 1 If there isn't a replay being played back, trigger the User Defined 0 event.