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gml_Object_obj_doorA_Other_19

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1
global.interact = 3;
2
instance_create(0, 0, obj_unfader);
3
if (touched == 0)
4
{
5
    alarm[2] = 8;
gml_Object_obj_doorA_Alarm_2.gml

global.entrance = 1; instance_create(0, 0, obj_persistentfader); if (room != room_castle_prebarrier) room_goto(room_next(room)); else if (global.flag[7 true_pacifist] == 1) room_goto(room_castle_trueexit Path to outside [Dogchecked]); else room_goto_next();
6
    touched = 1;
7
}