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gml_GlobalScript_scr_enemy_timer_attacks_bowll_solo

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function scr_enemy_timer_attacks_bowll_solo
scr_enemy_timer_attacks_bowll_solo

function scr_enemy_timer_attacks_bowll_solo() //gml_Script_scr_enemy_timer_attacks_bowll_solo { var enemy_attack = global.enemy_attack if (instance_exists(obj_dialogue_box_battle_transformation_any) && obj_heart_battle_fighting_parent.moveable == true) { if (enemy_attack == "Bowll Liquid" && (!instance_exists(obj_battle_enemy_attack_bowll_liquid_generator))) { var script_tgt = obj_dialogue_box_battle_transformation_any scr_create_attack_boundary((script_tgt.bbox_left + 5), (script_tgt.bbox_top + 5), (script_tgt.sprite_width - 10), (script_tgt.sprite_height - 10), 20, 0) instance_create(0, 0, obj_battle_enemy_attack_bowll_liquid_generator) } else if (enemy_attack == "Bowll Silverware" && (!instance_exists(obj_battle_enemy_attack_bowll_silverware_generator))) instance_create(0, 0, obj_battle_enemy_attack_bowll_silverware_generator) if (enemy_attack == "Bowll Bull" && (!instance_exists(obj_battle_enemy_attack_bowll_bull_generator))) instance_create(0, 0, obj_battle_enemy_attack_bowll_bull_generator) if (enemy_attack == "Bowll Test Song" && (!instance_exists(obj_sme_yellow_rhythm_generator))) { instance_create(0, 0, obj_sme_yellow_rhythm_generator) with (obj_sme_yellow_rhythm_generator) { damage_name_1 = "bowll a" damage_name_2 = "bowll b" damage_name_3 = "bowll c" end_script = gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_bowll alarm_0_script = gml_Script_scr_sme_yellow_rhythm_out_gen_alarm_0_script_bowll audio_restore = 512 if (global.turns_passed > 10 || global.turns_passed < 0) global.turns_passed = 0 var turns_passed = global.turns_passed switch turns_passed { case 0: script_execute(scr_sme_yellow_rhythm_song_data_danza_01) break case 1: script_execute(scr_sme_yellow_rhythm_song_data_danza_02) break case 2: script_execute(scr_sme_yellow_rhythm_song_data_danza_03) break case 3: script_execute(scr_sme_yellow_rhythm_song_data_danza_04) break case 4: script_execute(scr_sme_yellow_rhythm_song_data_danza_05) break case 5: script_execute(scr_sme_yellow_rhythm_song_data_danza_06) break case 6: script_execute(scr_sme_yellow_rhythm_song_data_danza_07) break case 7: script_execute(scr_sme_yellow_rhythm_song_data_danza_08) break case 8: script_execute(scr_sme_yellow_rhythm_song_data_danza_09) break case 9: script_execute(scr_sme_yellow_rhythm_song_data_danza_10) break case 10: audio_restore = 0 script_execute(scr_sme_yellow_rhythm_song_data_danza_finale_01) break case 11: script_execute(scr_sme_yellow_rhythm_song_data_danza_finale_02) break default: script_execute(gml_Script_scr_sme_yellow_rhythm_song_data_danza_test) } } } } }
() //gml_Script_scr_enemy_timer_attacks_bowll_solo
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{
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    var enemy_attack = global.enemy_attack
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    if (instance_exists(obj_dialogue_box_battle_transformation_any) && obj_heart_battle_fighting_parent.moveable == true)
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    {
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        if (enemy_attack == "Bowll Liquid" && (!instance_exists(obj_battle_enemy_attack_bowll_liquid_generator)))
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        {
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            var script_tgt = obj_dialogue_box_battle_transformation_any
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            scr_create_attack_boundary
scr_create_attack_boundary

function scr_create_attack_boundary(argument0, argument1, argument2, argument3, argument4, argument5) //gml_Script_scr_create_attack_boundary { instance_create(0, 0, obj_attack_boundary_creator) obj_attack_boundary_creator.create_x = argument0 obj_attack_boundary_creator.create_y = argument1 obj_attack_boundary_creator.width = argument2 obj_attack_boundary_creator.height = argument3 obj_attack_boundary_creator.thickness = argument4 obj_attack_boundary_creator.unique_id = argument5 with (obj_attack_boundary_creator) event_user(0) }
((script_tgt.bbox_left + 5), (script_tgt.bbox_top + 5), (script_tgt.sprite_width - 10), (script_tgt.sprite_height - 10), 20, 0)
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            instance_create(0, 0, obj_battle_enemy_attack_bowll_liquid_generator)
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        }
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        else if (enemy_attack == "Bowll Silverware" && (!instance_exists(obj_battle_enemy_attack_bowll_silverware_generator)))
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            instance_create(0, 0, obj_battle_enemy_attack_bowll_silverware_generator)
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        if (enemy_attack == "Bowll Bull" && (!instance_exists(obj_battle_enemy_attack_bowll_bull_generator)))
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            instance_create(0, 0, obj_battle_enemy_attack_bowll_bull_generator)
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        if (enemy_attack == "Bowll Test Song" && (!instance_exists(obj_sme_yellow_rhythm_generator)))
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        {
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            instance_create(0, 0, obj_sme_yellow_rhythm_generator)
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            with (obj_sme_yellow_rhythm_generator)
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            {
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                damage_name_1 = "bowll a"
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                damage_name_2 = "bowll b"
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                damage_name_3 = "bowll c"
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                end_script = gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_bowll
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                alarm_0_script = gml_Script_scr_sme_yellow_rhythm_out_gen_alarm_0_script_bowll
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                audio_restore = 512
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                if (global.turns_passed > 10 || global.turns_passed < 0)
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                    global.turns_passed = 0
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                var turns_passed = global.turns_passed
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                switch turns_passed
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                {
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                    case 0:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_01)
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                        break
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                    case 1:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_02)
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                        break
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                    case 2:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_03)
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                        break
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                    case 3:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_04)
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                        break
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                    case 4:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_05)
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                        break
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                    case 5:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_06)
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                        break
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                    case 6:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_07)
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                        break
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                    case 7:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_08)
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                        break
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                    case 8:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_09)
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                        break
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                    case 9:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_10)
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                        break
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                    case 10:
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                        audio_restore = 0
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_finale_01)
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                        break
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                    case 11:
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                        script_execute(scr_sme_yellow_rhythm_song_data_danza_finale_02)
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                        break
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                    default:
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                        script_execute(gml_Script_scr_sme_yellow_rhythm_song_data_danza_test)
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                }
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            }
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        }
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    }
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}