Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_steamworks_22_controller_pacifist_Other_76

(view raw script w/o annotations or w/e)
1
if (ds_map_find_value(event_data, "event_type") == "sprite event")
2
{
3
    switch ds_map_find_value(event_data, "message")
4
    {
5
        case "steamworks_22_event_throw":
6
            var energy_ball = instance_create_depth((obj_axis_npc.x - 19), (obj_axis_npc.y - 22), -240, obj_steamworks_22_energy_ball_fake_2)
7
            var fly_time = 8
8
            energy_ball.direction = point_direction(energy_ball.x, energy_ball.y, (obj_steamworks_13_robuild_complete.x + 32), obj_steamworks_13_robuild_complete.y)
9
            energy_ball.speed = (point_distance(energy_ball.x, energy_ball.y, (obj_steamworks_13_robuild_complete.x + 32), obj_steamworks_13_robuild_complete.y)) / fly_time
10
            scene++
11
            break
12
        case "steamworks_22_event_axis_stop_throwing":
13
            obj_axis_npc.action_sprite = false
14
            break
15
        case "steamworks_22_event_deflect":
16
            audio_play_sound(snd_ceroba_hurt_red, 1, 0)
17
            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0]
alarm[0]

layer_set_visible("asset_glass_flash", false)
intensity = argument1 } }
(1, 1)
18
            obj_steamworks_22_energy_ball_fake_2.direction = 3
19
            obj_steamworks_22_energy_ball_fake_2.speed *= 1.25
20
            scene++
21
            break
22
        case "steamworks_22_event_ceroba_guard":
23
            scene++
24
            break
25
    }
26
27
}