if (live_call())
return global.live_result;
scr_screenshake_battlescr_screenshake_battlefunction 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);