<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sprWallNPC</spriteName>
  <solid>-1</solid>
  <visible>0</visible>
  <depth>-1000000</depth>
  <persistent>0</persistent>
  <parentName>parWall</parentName>
  <maskName>&lt;undefined&gt;</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>///Blocks your way and disappears if a certain flag has a certain value
active = 0;
_flag = -1;         // If this flag...
flag_state = 1;     // &lt;- ...has this value then the object will be destroyed when it's created on room start
flag_set = -1;      // Set this flag...
flag_set_state = 1; // &lt;- ...to this value when the message is triggered
sound = 0;          // Play this sound when the message is triggered
destroy = 0;        // Destroy this object when the message is triggered

for (var i=0;i&lt;=20;i++) {
    msg[i] = ""
    name[i] = ""
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" 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>if _flag != -1 {
    if get_flag(_flag) = flag_state {
        ide()
        exit
    }
}

if distance_to_object(objPlayer) &lt; 4 and active = 0 and objPlayer.water = 0{
    active = 1;
    objPlayer.canmove = 0;
    objPlayer.speed = 0;
    event_user(0);
}

if distance_to_object(objPlayer) &gt; 8 {
    active = 0;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="10">
      <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>var a = instance_create(0,0,objTextBox);
for (var i=0;i&lt;=10;i++) {
    if msg[i] != "" { a.str[i] = msg[i] }
    if name[i] != "" { a.name[i] = name[i] }
}

if flag_set != -1 {
    set_flag(flag_set,flag_set_state)
}

if sound != 0 { audio_play_sound(sound,10,0) }
if destroy { ide(); exit; }
</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.5</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.5</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.5</PhysicsObjectAngularDamping>
  <PhysicsObjectFriction>0.5</PhysicsObjectFriction>
  <PhysicsObjectAwake>-1</PhysicsObjectAwake>
  <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
