Deltarune (Chapter 1) script viewer

← back to main script listing

gml_Object_obj_doorw_musfade_Other_19

(view raw script w/o annotations or w/e)
1
global.interact = 3;
2
mus_volume(global.currentsong[1], 0, 14);
3
instance_create(0, 0, obj_fadeout);
4
if (touched == 0)
5
{
6
    alarm[2]
 = 15;
gml_Object_obj_doorw_musfade_Alarm_2.gml

global.entrance = 23; instance_create(0, 0, obj_persistentfadein); if (room == room_cc_1f) { room_goto(room_cc_elevator_ch1 Castle - Prison elevator); global.flag[239 elevator_floor] = 1; } if (room == room_cc_5f) { room_goto(room_cc_elevator_ch1 Castle - Prison elevator); global.flag[239 elevator_floor] = 2; } if (room == room_cc_elevator) { if (global.flag[239 elevator_floor] == 1) room_goto(room_cc_1f_ch1 Castle - 1F); if (global.flag[239 elevator_floor] == 2) room_goto(room_cc_5f_ch1 Castle - 5F (SAVE point)); } if (room == room_forest_castlefront) room_goto(room_cc_entrance_ch1 Castle - Entrance corridor); if (room == room_cc_entrance) room_goto(room_forest_castlefront_ch1 Forest - Before Castle (Capture Scene));
7
    alarm[3]
 = 14;
gml_Object_obj_doorw_musfade_Alarm_3.gml

snd_free(global.currentsong[0]);
8
    touched = 1;
9
}