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gml_Object_obj_ceroba_mask_overworld_transition_Create_0

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1
if live_call()
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    return global.live_result;
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scr_audio_fade
scr_audio_fade

function scr_audio_fade(argument0, argument1) //gml_Script_scr_audio_fade { var snd = argument0 var fade_len = argument1 with (obj_radio) { audio_other_fade = true audio_to_fade = snd audio_fade_length = fade_len } }
(global.battle_music, 300)
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instance_create_depth(x, (y - 20), (depth + 1), obj_ceroba_transformation_beam_spawner)
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scene = 0
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cutscene_timer = 0
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draw_alpha = 0
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audio_play_sound(mus_cymbal, 1, 0, 1, 1)