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gml_Object_obj_darkeyepuzzle_ch1_Create_0

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1
siner = 0;
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con = 0;
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total = 0;
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if (global.flag[201 solved_eye_puzzle] == 0)
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{
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    eye[0] = 0;
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    eye[1] = 0;
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    eye[2] = 0;
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    for (i = 0; i < 3; i += 1)
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    {
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        shine[i] = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(x + 30 + (i * 110), y + 110, spr_shine_ch1);
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        shine[i].image_speed = 0.1;
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        shine[i].depth = 800000;
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    }
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    block = instance_create_ch1(960, 320, obj_soliddark_ch1);
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    block.image_yscale = 2;
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}
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else
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{
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    con = 44;
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    eye[0] = 1;
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    eye[1] = 1;
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    eye[2] = 1;
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    for (i = 0; i < 3; i += 1)
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    {
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        glass = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(960 + (i * 40), 320, spr_magicalglass_ch1);
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        glass.depth = 950000;
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        glass = scr_dark_marker_ch1
scr_dark_marker_ch1

function scr_dark_marker_ch1(arg0, arg1, arg2) { thismarker = instance_create_ch1(arg0, arg1, obj_marker_ch1); with (thismarker) { sprite_index = arg2; image_speed = 0; image_xscale = 2; image_yscale = 2; } return thismarker; }
(960 + (i * 40), 360, spr_magicalglass_ch1);
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        glass.depth = 950000;
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    }
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    with (obj_darkeyepuzzle_switch_ch1)
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        instance_destroy();
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}