I’m changing the mission success code so you can continue to build up Profit in a level until your O2 is depleted. It was always meant as kind of joke that you would leave a dig as soon as you got out of the red, and this will make Score Leaderboards make a little more sense.
The green code was all I had to add…
if(global.o2 < 1 && !gameover && global.profit < 1)
{gameover = true;
alarm[1] = 240;
with(obj_player1)
hp=0;}
else if(global.o2 < 1 && !gameover && global.profit > 0)
{global.level++;
global.totalscore+=global.profit; roomgoto(rmmininext);}
Yes, the first part kills everyone if they run out of O2 and haven’t made a profit ;P