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gml_GlobalScript_scr_determine_special_effect_end_enemy

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function scr_determine_special_effect_end_enemy
scr_determine_special_effect_end_enemy

function scr_determine_special_effect_end_enemy(argument0) //gml_Script_scr_determine_special_effect_end_enemy { var game_mode = global.game_mode var battle_enemy_name = global.battle_enemy_name if (global.game_mode == "customs") { } else if (global.game_mode == "yellow") { switch battle_enemy_name { case "martlet pacifist": scr_enemy_mode_shift_end_martlet_pacifist(argument0) break case "martlet genocide": scr_enemy_mode_shift_end_martlet_genocide(argument0) break } } global.special_effect_end_value = "" }
(argument0) //gml_Script_scr_determine_special_effect_end_enemy
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{
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    var game_mode = global.game_mode
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    var battle_enemy_name = global.battle_enemy_name
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    if (global.game_mode == "customs")
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    {
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    }
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    else if (global.game_mode == "yellow")
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    {
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        switch battle_enemy_name
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        {
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            case "martlet pacifist":
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                scr_enemy_mode_shift_end_martlet_pacifist
scr_enemy_mode_shift_end_martlet_pacifist

function scr_enemy_mode_shift_end_martlet_pacifist() //gml_Script_scr_enemy_mode_shift_end_martlet_pacifist { var reset_counters = false var enemy_mode = global.enemy_mode switch enemy_mode { case 5: if (global.turns_passed >= 6) { global.enemy_mode_previous = global.enemy_mode global.enemy_mode = 6 reset_counters = true } break case 6: if (global.action_3_selected_count >= 2) { global.enemy_mode_previous = global.enemy_mode global.enemy_mode = 7 reset_counters = true } break } enemy_mode = global.enemy_mode var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous var enemy_mode_gen_current = global.enemy_mode_gen switch enemy_mode { case 0: global.enemy_mode_gen = 0 break case 1: case 4: case 5: case 6: case 7: global.enemy_mode_gen = 1 break case 2: case 3: global.enemy_mode_gen = 2 break case 8: case 9: global.enemy_mode_gen = 3 break case 10: case 11: case 12: global.enemy_mode_gen = 4 break } if (global.enemy_mode_gen != enemy_mode_gen_current) global.enemy_mode_gen_previous = enemy_mode_gen_current if ((enemy_mode_gen_preprevious == 1 && global.enemy_mode_gen_previous == 2 && global.enemy_mode_gen == 1) || (enemy_mode_gen_preprevious == 2 && global.enemy_mode_gen_previous == 1 && global.enemy_mode_gen == 2)) { global.enemy_mode_previous = global.enemy_mode global.enemy_mode = 12 reset_counters = true enemy_mode = global.enemy_mode enemy_mode_gen_current = global.enemy_mode_gen global.enemy_mode_gen = 4 if (global.enemy_mode_gen != enemy_mode_gen_current) global.enemy_mode_gen_previous = enemy_mode_gen_current } switch enemy_mode { case 6: case 7: global.action_amount = 3 break default: global.action_amount = 2 } switch enemy_mode { case 7: global.action_3_important = true break default: global.action_3_important = false } if (reset_counters == true) { global.turns_passed = 0 global.action_1_selected_count = 0 global.action_2_selected_count = 0 global.action_3_selected_count = 0 global.spare_selected_count = 0 global.hit_count = 0 global.miss_count = 0 global.no_hit_count = 0 global.hurt_self_count = 0 global.hurt_self_turn_count = 0 global.item_use_count = 0 global.item_gift_count = 0 } ...
(argument0)
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                break
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            case "martlet genocide":
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                scr_enemy_mode_shift_end_martlet_genocide
scr_enemy_mode_shift_end_martlet_genocide

function scr_enemy_mode_shift_end_martlet_genocide() //gml_Script_scr_enemy_mode_shift_end_martlet_genocide { var reset_counters = false var enemy_mode = global.enemy_mode switch enemy_mode { case 2: if (global.hit_count >= 3) { global.enemy_mode_previous = global.enemy_mode global.enemy_mode = 3 reset_counters = true } break } enemy_mode = global.enemy_mode var enemy_mode_gen_preprevious = global.enemy_mode_gen_previous var enemy_mode_gen_current = global.enemy_mode_gen switch enemy_mode { case 0: global.enemy_mode_gen = 0 break case 1: global.enemy_mode_gen = 1 break case 2: case 3: global.enemy_mode_gen = 2 break case 4: global.enemy_mode_gen = 3 break case 5: case 6: global.enemy_mode_gen = 4 break } if (global.enemy_mode_gen != enemy_mode_gen_current) global.enemy_mode_gen_previous = enemy_mode_gen_current if (reset_counters == true) { global.turns_passed = 0 global.action_1_selected_count = 0 global.action_2_selected_count = 0 global.spare_selected_count = 0 global.hit_count = 0 global.miss_count = 0 global.no_hit_count = 0 global.hurt_self_count = 0 global.hurt_self_turn_count = 0 global.item_use_count = 0 global.item_gift_count = 0 } }
(argument0)
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                break
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        }
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    }
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    global.special_effect_end_value = ""
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}