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gml_GlobalScript_cutscene_battle_initiate

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function cutscene_battle_initiate(argument0, argument1, argument2) //gml_Script_cutscene_battle_initiate
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{
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    global.battle_enemy_name = argument0
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    if (argument1 == true)
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    {
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        global.battling_enemy = false
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        global.battling_boss = true
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    }
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    else
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    {
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        global.battling_enemy = true
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        global.battling_boss = false
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    }
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    global.battle_start = true
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    global.sound_carry_overworld = argument2
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    if (room != rm_death_screen)
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        global.current_room_overworld = room_get_name(room)
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    instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle)
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    cutscene_advance()
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    return true;
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}