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gml_GlobalScript_scr_damage_determination_enemy_2

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function scr_damage_determination_enemy_2
scr_damage_determination_enemy_2

function scr_damage_determination_enemy_2(argument0) //gml_Script_scr_damage_determination_enemy_2 { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(argument0) //gml_Script_scr_damage_determination_enemy_2
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{
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    switch argument0
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    {
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        case "Gun Single":
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            global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
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            global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
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            r = random_range(0, 2)
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            switch shot_type
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            {
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                case "strong":
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                    b = 2.5
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                    break
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                case "medium":
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                    b = 2
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                    break
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                default:
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                    b = 1.5
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            }
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            global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b)
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            break
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        case "Gun Multi":
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            global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
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            global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
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            r = random_range(0, 2)
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            b = 1.5
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            var b_diff = 1 / circle_count
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            for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
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                b += b_diff
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            switch st_temp
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            {
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                case 3:
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                    b += b_diff
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                    break
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                case 2:
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                    b += (0.8 * b_diff)
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                    break
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                default:
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                    b += (0.6 * b_diff)
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            }
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            global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * (clamp(b, 1.5, 3)))
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            break
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        case "Revolver Single":
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            global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
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            global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5)
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            r = random_range(0, 2)
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            b = 0
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            var b_inc = 0.5833333333333334
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            switch shot_type
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            {
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                case "strong":
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                    b += b_inc
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                    break
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                case "medium":
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                    b += (b_inc * 0.5)
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                    break
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                default:
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                    b = 0
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            }
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            for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
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                b += b_inc
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            switch st_temp
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            {
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                case 3:
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                    b += b_inc
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                    break
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                case 2:
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                    b += (b_inc * 0.5)
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                    break
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                default:
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                    b += 0
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            }
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            global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b)
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            break
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        case "Revolver Multi":
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            global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
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            global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
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            r = random_range(0, 2)
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            b = 0
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            b_inc = 0.5833333333333334
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            for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
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                b += b_inc
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            switch st_temp
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            {
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                case 3:
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                    b += b_inc
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                    break
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                case 2:
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                    b += (b_inc / 2)
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                    break
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                default:
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                    b += 0
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            }
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            for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
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                b += b_inc
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            switch st_temp
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            {
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                case 3:
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                    b += b_inc
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                    break
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                case 2:
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                    b += (b_inc / 2)
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                    break
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                default:
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                    b += 0
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            }
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            global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b)
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            break
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        default:
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            global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
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            global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.2)
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            r = random_range(0, 2)
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            if (x == 319)
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                b = 2.2
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            else
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                b = (abs(x - 319)) / (obj_target_battle.sprite_width / 2)
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            global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b)
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    }
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    if (global.attacking_damage_cap_2 >= 0)
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    {
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        if (global.attacking_damage_stat > global.attacking_damage_cap_2)
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            global.attacking_damage_stat = global.attacking_damage_cap_2
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        if (global.attacking_damage_stat_critical_2 > global.attacking_damage_cap_2)
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            global.attacking_damage_stat_critical_2 = global.attacking_damage_cap_2
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    }
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    if (global.attacking_damage_stat < 5)
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        global.attacking_damage_stat = 5
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    if (global.attacking_damage_stat_critical_2 < 5)
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        global.attacking_damage_stat_critical_2 = 5
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    if (button_pressed == true)
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    {
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        if (global.enemy_sparing_2 == true && global.enemy_vulnerable_2 == true)
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        {
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            global.last_hp_enemy_2 = global.current_hp_enemy_2
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            global.current_hp_enemy_2 = 0
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            global.enemy_betrayed_2 = true
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            damage_type = "betrayed"
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            instance_create(global.enemy_damage_x_2, global.enemy_damage_y_2, obj_text_damage_count)
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            audio_play_sound(snd_monster_damage_hit_critical, 20, false)
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        }
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        else if (global.enemy_vulnerable_2 == true)
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        {
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            if ((argument0 == "Knife Single" && x == 319) || ((argument0 == "Gun Single" || argument0 == "Revolver Single") && b == 3.5) || ((argument0 == "Gun Multi" || argument0 == "Revolver Multi") && b == 3.5) || global.current_hp_enemy_2 <= global.attacking_damage_stat_critical_2)
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            {
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                global.last_hp_enemy_2 = global.current_hp_enemy_2
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                global.current_hp_enemy_2 -= global.attacking_damage_stat_critical_2
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                damage_type = "critical"
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                instance_create(global.enemy_damage_x_2, global.enemy_damage_y_2, obj_text_damage_count)
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                audio_play_sound(snd_monster_damage_hit_critical, 20, false)
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            }
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            else
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            {
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                global.last_hp_enemy_2 = global.current_hp_enemy_2
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                global.current_hp_enemy_2 -= global.attacking_damage_stat
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                damage_type = "normal"
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                instance_create(global.enemy_damage_x_2, global.enemy_damage_y_2, obj_text_damage_count)
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                audio_play_sound(snd_monster_damage_hit, 20, false)
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            }
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        }
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        else
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            instance_create(global.enemy_damage_x_2, global.enemy_damage_y_2, obj_text_miss)
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    }
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    else
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        instance_create(global.enemy_damage_x_2, global.enemy_damage_y_2, obj_text_miss)
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    instance_create(0, 0, obj_battle_enemy_attacking_code_2)
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    if instance_exists(obj_text_damage_count)
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    {
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        instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_current_enemy_attacking_2)
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        instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_previous_enemy_attacking_2)
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        instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_max_enemy_attacking_2)
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    }
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    scr_determine_can_display_damage_ui
scr_determine_can_display_damage_ui

var _temp_local_var_2, _temp_local_var_3, _temp_local_var_4, _temp_local_var_5, _temp_local_var_6; function scr_determine_can_display_damage_ui(argument0) //gml_Script_scr_determine_can_display_damage_ui { hp_ui_alpha = 1 damage_ui_alpha = 1 miss_ui_alpha = 1 if (argument0 == 1) { var game_mode = global.game_mode var battle_enemy_name = global.battle_enemy_name if (global.game_mode == "customs") var _temp_local_var_2 = battle_enemy_name else if (global.game_mode == "yellow") { switch battle_enemy_name { case "dummy training pacifist": hp_ui_alpha = 0 damage_ui_alpha = 0 break default: } } } if (argument0 == 2) { game_mode = global.game_mode battle_enemy_name = global.battle_enemy_name_2 if (global.game_mode == "customs") var _temp_local_var_3 = battle_enemy_name else if (global.game_mode == "yellow") var _temp_local_var_6 = battle_enemy_name } if (argument0 == 3) { game_mode = global.game_mode battle_enemy_name = global.battle_enemy_name_3 if (global.game_mode == "customs") var _temp_local_var_4 = battle_enemy_name else if (global.game_mode == "yellow") var _temp_local_var_5 = battle_enemy_name } if instance_exists(obj_battle_hp_enemy_attacking_parent) { with (obj_battle_hp_enemy_attacking_parent) image_alpha = obj_target_bar_battle.hp_ui_alpha } if instance_exists(obj_text_damage_count) { with (obj_text_damage_count) image_alpha = obj_target_bar_battle.damage_ui_alpha } if instance_exists(obj_text_miss) { with (obj_text_miss) image_alpha = obj_target_bar_battle.miss_ui_alpha } }
(2)
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    if (global.current_hp_enemy_2 <= global.attacking_damage_stat_critical_2 && instance_exists(obj_text_damage_count))
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        global.enemy_low_hp_2 = true
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    if instance_exists(obj_text_fighting_parent)
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        script_execute(gml_Script_scr_determine_attack_bonus)
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}