| 1 |
if (obj_pl.y < 300) |
| 2 |
{ |
| 3 |
with (obj_radio) |
| 4 |
audio_sound_pitch(bgm, 1); |
| 5 |
obj_pl.plspd = 3; |
| 6 |
fadealpha = 0; |
| 7 |
} |
| 8 |
if (obj_pl.y > 300) |
| 9 |
{ |
| 10 |
fadealpha = (obj_pl.y - 300) * 0.002; |
| 11 |
obj_pl.plspd = 3 - ((obj_pl.y - 300) * 0.004); |
| 12 |
var pitch = 1 - ((obj_pl.y - 300) * 0.001); |
| 13 |
with (obj_radio) |
| 14 |
audio_sound_pitch(bgm, pitch); |
| 15 |
} |
| 16 |
if (fadealpha >= 1 && waiter == 0) |
| 17 |
{ |
| 18 |
fadealpha = 1; |
| 19 |
scr_cutscene_start(); |
| 20 |
alarm[0] = 60;gml_Object_obj_decibat_cutscene_Alarm_0.gmlglobal.battle_enemy_name = "decibat";
global.exclamation_mark_type = "nothing";
global.battling_enemy = false;
global.battling_boss = true;
global.battle_start = true;
global.current_room_overworld = room_get_name(room);
audio_stop_all();
room_goto( rm_battle Battle room); |
| 21 |
waiter = 1; |
| 22 |
} |