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gml_Object_obj_asgore_soul_Step_0

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1
if (live_call())
2
    return global.live_result;
3
switch (scene)
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{
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    case 1:
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        shake_int += 0.01;
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        direction = point_direction(x, y, obj_player_npc.x, obj_player_npc.y);
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        cutscene_wait(3.5);
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        break;
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    case 2:
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        circle_alpha = 1;
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        shake_int = 0;
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        x = xstart;
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        y = ystart;
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        audio_play_sound(snd_undertale_flash, 1, 0);
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        cutscene_advance();
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        break;
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    case 3:
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        cutscene_wait(1.5);
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        break;
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    case 4:
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        approach_int += 0.1;
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        if (place_meeting(x, y, obj_player_npc))
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        {
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            approach_int = 0;
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            cutscene_advance();
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            image_alpha = 0;
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            clover_overlay_alpha = 1;
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            audio_play_sound(snd_heal, 1, 0);
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        }
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        break;
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    case 5:
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        if (clover_overlay_alpha <= 0)
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            instance_destroy();
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        break;
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}
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if (circle_alpha > 0)
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{
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    circle_alpha -= 0.1;
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    circle_radius += 5;
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}
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if (clover_overlay_alpha > 0)
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    clover_overlay_alpha -= 0.15;
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else
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    clover_overlay_alpha = 0;
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if (approach_int > 0)
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    speed = approach_int;