Deltarune (Chapter 3) script viewer

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gml_Object_obj_board_shadowgunner_Create_0

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1
active = 0;
2
image_alpha = 0;
3
scr_darksize
scr_darksize

function
scr_darksize()
{ var inst = id; if (argument_count) inst = argument0; inst.image_xscale = 2; inst.image_yscale = 2; }
();
4
scr_depth_board
scr_depth_board

function
scr_depth_board()
{ depth = 1000000 - ((y * 10) + ((sprite_height - sprite_yoffset) * 10)); } function scr_board_depth() {
scr_depth_board();
}
();
5
depth = 100011;
6
timer = 0;
7
startWait = 10 + irandom(15);
8
shootWait = 8;
9
shootRate = 15;
10
type = 0;
11
facing = 0;
12
if (room == room_board_3)
13
{
14
    startWait = 1;
15
    shootWait = 5;
16
    if (x < 320)
17
        facing = 0;
18
    else
19
        facing = 1;
20
}
21
y -= 18;
22
ystart = y;
23
hat = 0;
24
_hit = 0;
25
points = 0;
26
phototaken = 0;
27
kris = 0;
28
noleaves = false;
29
bunny = false;
30
buntimer = 8 + irandom_range(15, 23);
31
if (global.flag[1061 shadowgunner_photos] > 5 && room == room_board_2)
32
{
33
    if (obj_b2danger1.active == true)
34
    {
35
        with (obj_mainchara_board)
36
        {
37
            if (camera == true)
38
                other.bunny = true;
39
        }
40
    }
41
}
42
if (bunny)
43
    sprite_index = spr_board_shadowbunny;
44
var del = false;
45
with (obj_mainchara_board)
46
{
47
    if (boat == true)
48
        del = true;
49
}
50
if (del == true)
51
{
52
    noleaves = true;
53
    instance_destroy();
54
}