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gml_Object_obj_transheart_Create_0

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xx = view_xview[view_current];
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yy = view_yview[view_current];
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mode = 0;
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alarm[0] = 0;
gml_Object_obj_transheart_Alarm_0.gml

xx = view_xview[view_current]; yy = view_yview[view_current]; mode = 0; mychoicex = xx + 20; mychoicey = yy + 223; if (room == room_area1_2 || room == room_tundra_paproom) { mychoicex = xx + 154; mychoicey = yy + 156; } if (room == room_water_undynefinal) { mychoicex = xx + 154; mychoicey = yy + 110; } spdr = distance_to_point(mychoicex, mychoicey) / 17; move_towards_point(mychoicex, mychoicey, spdr); if (global.flag[16 type_heart_transition] == 1) { mychoicex = xx + 154; mychoicey = yy + 156; spdr = distance_to_point(mychoicex, mychoicey) / 8; move_towards_point(mychoicex, mychoicey, spdr); }
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mychoicex = xx + 20;
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mychoicey = yy + 223;
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if (room == room_area1_2 || room == room_tundra_paproom)
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{
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    mychoicex = xx + 154;
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    mychoicey = yy + 156;
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}
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if (room == room_water_undynefinal || room == room_water_undynefinal2 || room == room_water_undynefinal3 || room == room_fire1)
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{
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    mychoicex = xx + 156;
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    mychoicey = yy + 116;
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}
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spdr = distance_to_point(mychoicex, mychoicey) / 17;
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move_towards_point(mychoicex, mychoicey, spdr);
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snd_play(snd_battlefall);
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if (global.flag[16 type_heart_transition] == 1)
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{
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    x = xstart;
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    y = ystart;
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    mychoicex = xx + 154;
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    mychoicey = yy + 156;
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    spdr = distance_to_point(mychoicex, mychoicey) / 8;
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    move_towards_point(mychoicex, mychoicey, spdr);
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    snd_play(snd_battlefall);
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}