Information about object: warp_hole_object
Sprite: warp_hole_sprite
Solid: false
Visible: true
Depth: -2000
Persistent: false
Parent:
Children:
Mask:
No Physics Object
Create Event:
execute code:
image_alpha = 0.5;
Step Event:
execute code:
spin(10);
/*if(distance_to_object(player_parent_object) < 150) and (room!= the_6_bonuses_room)
{ if(tile_exists(stage_complete_tile) == false){tile_add(stage_complete_tile,0,0,370,78,x-190,y-150,-2050);}
if(audio_exists(stage_complete_sound) == false){audio_play_sound(stage_complete_sound,2,false);}
}*/
//1st Region stages set
set_current_room(anthromere_lv_1,anthromere_lv_2,anthromere_lv_3,anthromere_lv_4,anthromere_lv_5,anthromere_lv_6);
//2nd Region stages set
set_current_room(quiMyst_lv_1,quiMyst_lv_2,quiMyst_lv_3,quiMyst_lv_4,quiMyst_lv_5,quiMyst_lv_6);
//3rd Region stages set
set_current_room(van_diagos_lv_1,van_diagos_lv_2,van_diagos_lv_3,van_diagos_lv_4,van_diagos_lv_5,van_diagos_lv_6,);
//4th Region stages set
set_current_room(pixie_hollows_lv_1,pixie_hollows_lv_2,pixie_hollows_lv_3,pixie_hollows_lv_4,pixie_hollows_lv_5,pixie_hollows_lv_6);
//5th Region stages set
set_current_room(chamberlain_lv_1,chamberlain_lv_2,chamberlain_lv_3,chamberlain_lv_4,chamberlain_lv_5,chamberlain_lv_6);
//6th Region stages set
set_current_room(everWinter_lv_1,everWinter_lv_2,everWinter_lv_3,everWinter_lv_4,everWinter_lv_5,everWinter_lv_6);
//7th Region stages set
set_current_room(skyWay_lv_1,skyWay_lv_2,skyWay_lv_3,skyWay_lv_4,skyWay_lv_5,skyWay_lv_6);
//8th Region stages set
set_current_room(adventure_ocean_lv_1,adventure_ocean_lv_2,adventure_ocean_lv_3,adventure_ocean_lv_4,adventure_ocean_lv_5,adventure_ocean_lv_6);
// Ogre Rock Island stages set
set_current_room(ogre_rock_isle_lv_1,ogre_rock_isle_lv_2,ogre_rock_isle_lv_3,ogre_rock_volcano_lv_1,ogre_rock_volcano_lv_2,ogre_rock_isle_lv_3);
//9th Region stages set
set_current_room(old_fortunes_lv_1,old_fortunes_lv_2,old_fortunes_lv_3,old_fortunes_lv_4,old_fortunes_lv_5,old_fortunes_lv_6);
//Bonus 10th Region stages set
set_current_room(imp_paradise_lv_1,imp_paradise_lv_2,imp_paradise_lv_3,imp_paradise_lv_4,imp_paradise_lv_5,imp_paradise_lv_6);
Collision Event with object player_parent_object:
execute code:
///Warp Hole Network
room_persistent = false;
fortune_acquired = 0;
skullies_acquired = 0;
imperials_acquired = 0;
save_game();
room_goto(map_select_room);
/*Since Warp Holes only appear at the end of any level, bonus or not,
this will always set the room this object exists in to not persistent once
the level is complete so you can play it again, keeping menu, cash and stats persistent.*/
/*Warp to bonus area
if(room == current_room)
{
for(search = 0; search < 6; search ++; )
{
if(menu_object.held_items[search,1] == key_object)
{
room_goto(bonus_stage_room);
other.x = new_x other.y = new_y;
menu_object.held_items[search,2] -= 1;
}
}
}
Mouse Event for Left Button:
execute code:
if(room == map_select_room) or (room == skyWay_map_select_room)
{
warp = show_question("Warp to....");
if(warp == false)
{ exit; }else
{
destination = get_integer
(
"
Warp Destination 1 = Gnome Shop.
Warp Destination 2 = Domain of The 6.
Warp Destination 3 = SkyWay Region/Return to Boken.
Warp Destination 4 = Gargantua Land.
Warp Destination 5 = The Imp's Paradise.
Type any of the values listed to change the Warp Hole Network destination.",
0);
switch(destination)
{
case 0 : room_goto(title_room);
break;
case 1 : room_goto(gnome_shop_room);
break;
case 2 : room_goto(the_6_bonuses_room);
break;
case 3 : if(level_unlock_controller.skyWay_region_unlocked = true)
{room_goto(skyWay_map_select_room);}else{ show_message("Location Locked..");}
//Return from SkyWay to Boken
if(room == skyWay_map_select_room){room_goto(map_select_room);}
break;
case 4 : if(level_unlock_controller.gargantua_land_unlocked = true)
{room_goto(gargantua_land_lv_1);}else{show_message("Location Locked..");}
break;
case 5 : if(level_unlock_controller.imp_paradise_unlocked = true)
{room_goto(imp_paradise_stage_select_room);}else{show_message("Location Locked..");}
break;
default : show_message("Invalid Destination Value."); break;
}
}
}