if live_call()
return global.live_result;
scr_screenshake_battlescr_screenshake_battlefunction scr_screenshake_battle() //gml_Script_scr_screenshake_battle { instance_destroy(obj_screenshake_battle) var screenshake = instance_create(0, 0, obj_screenshake_battle) battle_screenshake_duration = argument[0] battle_screenshake_intensity = argument[1] battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration }(3, 1)
audio_play_sound(snd_undertale_explosion, 1, 0)
instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_beams)