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gml_GlobalScript_scr_enemy_timer_attacks_flowey

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function scr_enemy_timer_attacks_flowey
scr_enemy_timer_attacks_flowey

function scr_enemy_timer_attacks_flowey() //gml_Script_scr_enemy_timer_attacks_flowey { if live_call() return global.live_result; var enemy_attack = global.enemy_attack if (!instance_exists(obj_attack_cycler_flowey)) instance_create(0, 0, obj_attack_cycler_flowey) if (instance_exists(obj_dialogue_box_battle_transformation_any) && obj_heart_battle_fighting_parent.moveable == true) { if (enemy_attack == "Flowey Opener") { } else if (enemy_attack == "Flowey Attack 1" && (!instance_exists(obj_flowey_1_attack_mouth_face_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_mouth_face_creator) else if (enemy_attack == "Flowey Attack 3" && (!instance_exists(obj_flowey_1_attack_pellet_spin_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_pellet_spin_creator) else if (enemy_attack == "Flowey Attack 2" && (!instance_exists(obj_flowey_1_attack_petal_pull_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_petal_pull_creator) else if (enemy_attack == "Flowey Attack 4" && (!instance_exists(obj_flowey_1_attack_4_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_4_creator) else if (enemy_attack == "Flowey Attack 5" && (!instance_exists(obj_flowey_1_attack_surround_pellets_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_surround_pellets_creator) else if (enemy_attack == "Flowey Attack 6" && (!instance_exists(obj_flowey_1_attack_6_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_6_creator) else if (enemy_attack == "Flowey Attack 7" && (!instance_exists(obj_flowey_1_attack_7_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_7_creator) else if (enemy_attack == "Flowey Attack 8" && (!instance_exists(obj_flowey_1_attack_8_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_8_creator) else if (enemy_attack == "Flowey Attack 9" && (!instance_exists(obj_flowey_1_attack_9_creator))) instance_create_depth(0, 0, -100, obj_flowey_1_attack_9_creator) else if (enemy_attack == "Flowey Attack 10" && (!instance_exists(obj_flowey_1_attack_10_creator))) instance_create_depth(0, 0, -1000, obj_flowey_1_attack_10_creator) else if (enemy_attack == "Flowey Corrupt Attack 1" && (!instance_exists(obj_battle_enemy_attack_decibat_waves_checker_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_decibat_waves_checker_corrupt) else if (enemy_attack == "Flowey Corrupt Attack 2" && (!instance_exists(obj_sme_yellow_rhythm_generator))) { var charts = [[1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5, 5.5, 6, 6.5, 7], [0, 2, 1, 0, 1, 2, 2, 1, 0, 1, 1, 2]] instance_create(0, 0, obj_sme_yellow_rhythm_generator) with (obj_sme_yellow_rhythm_generator) { damage_name_1 = "flowey" damage_name_2 = "void" damage_name_3 = "void" end_script = gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_flowey alarm_0_script = gml_Script_scr_sme_yellow_rhythm_out_gen_alarm_0_script_el_bailador audio_restore = 512 scr_sme_yellow_rhythm_song_data_danza(gml_Script_scr_sme_yellow_rhythm_song_data_flowey_nosong, charts[0], charts[1]) } } else if (enemy_attack == "Flowey Corrupt Attack 3" && (!instance_exists(obj_battle_enemy_attack_starlo_shooting_dynamite_checker_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_starlo_shooting_dynamite_checker_corrupt) else if (enemy_attack == "Flowey Corrupt Attack 4" && (!instance_exists(obj_battle_enemy_attack_guardener_checker_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_guardener_checker_corrupt) else if (enemy_attack == "Flowey Corrupt Attack 5" && (!instance_exists(obj_battle_enemy_attack_energy_balls_spin_creator_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_energy_balls_spin_creator_corrupt) else if (enemy_attack == "Flowey Corrupt Attack 6" && (!instance_exists(obj_battle_enemy_attack_dalv_bolts_checker_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_dalv_bolts_checker_corrupt) else if (enemy_attack == "Flowey Corrupt Attack 7" && (!instance_exists(obj_battle_enemy_attack_ceroba_fire_circle_checker_corrupt))) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_ceroba_fire_circle_checker_corrupt) } }
() //gml_Script_scr_enemy_timer_attacks_flowey
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{
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    if live_call()
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        return global.live_result;
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    var enemy_attack = global.enemy_attack
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    if (!instance_exists(obj_attack_cycler_flowey))
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        instance_create(0, 0, obj_attack_cycler_flowey)
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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 == "Flowey Opener")
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        {
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        }
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        else if (enemy_attack == "Flowey Attack 1" && (!instance_exists(obj_flowey_1_attack_mouth_face_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_mouth_face_creator)
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        else if (enemy_attack == "Flowey Attack 3" && (!instance_exists(obj_flowey_1_attack_pellet_spin_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_pellet_spin_creator)
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        else if (enemy_attack == "Flowey Attack 2" && (!instance_exists(obj_flowey_1_attack_petal_pull_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_petal_pull_creator)
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        else if (enemy_attack == "Flowey Attack 4" && (!instance_exists(obj_flowey_1_attack_4_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_4_creator)
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        else if (enemy_attack == "Flowey Attack 5" && (!instance_exists(obj_flowey_1_attack_surround_pellets_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_surround_pellets_creator)
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        else if (enemy_attack == "Flowey Attack 6" && (!instance_exists(obj_flowey_1_attack_6_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_6_creator)
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        else if (enemy_attack == "Flowey Attack 7" && (!instance_exists(obj_flowey_1_attack_7_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_7_creator)
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        else if (enemy_attack == "Flowey Attack 8" && (!instance_exists(obj_flowey_1_attack_8_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_8_creator)
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        else if (enemy_attack == "Flowey Attack 9" && (!instance_exists(obj_flowey_1_attack_9_creator)))
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            instance_create_depth(0, 0, -100, obj_flowey_1_attack_9_creator)
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        else if (enemy_attack == "Flowey Attack 10" && (!instance_exists(obj_flowey_1_attack_10_creator)))
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            instance_create_depth(0, 0, -1000, obj_flowey_1_attack_10_creator)
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        else if (enemy_attack == "Flowey Corrupt Attack 1" && (!instance_exists(obj_battle_enemy_attack_decibat_waves_checker_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_decibat_waves_checker_corrupt)
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        else if (enemy_attack == "Flowey Corrupt Attack 2" && (!instance_exists(obj_sme_yellow_rhythm_generator)))
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        {
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            var charts = [[1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5, 5.5, 6, 6.5, 7], [0, 2, 1, 0, 1, 2, 2, 1, 0, 1, 1, 2]]
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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 = "flowey"
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                damage_name_2 = "void"
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                damage_name_3 = "void"
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                end_script = gml_Script_scr_sme_yellow_rhythm_out_gen_end_script_flowey
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                alarm_0_script = gml_Script_scr_sme_yellow_rhythm_out_gen_alarm_0_script_el_bailador
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                audio_restore = 512
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                scr_sme_yellow_rhythm_song_data_danza
scr_sme_yellow_rhythm_song_data_danza

function scr_sme_yellow_rhythm_song_data_danza(argument0, argument1, argument2, argument3, argument4) //gml_Script_scr_sme_yellow_rhythm_song_data_danza { if (argument0 == undefined) argument0 = mus_danza_attack_inst_01_yellow if (argument1 == undefined) argument1 = false if (argument2 == undefined) argument2 = false if (argument3 == undefined) argument3 = 2 if (argument4 == undefined) argument4 = [520, 517, 514] can_end_script = true var sound = array_create(array_length(argument1), 0) for (var i = 0; i < array_length(sound); i++) sound[i] = argument4[argument2[i]] scr_audio_stop_sound(1) audio_play = argument0 audio_sound_gain(audio_play, 1, 0) audio_sound_pitch(audio_play, 1) audio_play_sound(audio_play, 20, false) note_1second = 30 note_speed_denominator = 30 * argument3 note_speed = note_speed_numerator / note_speed_denominator note_current = 0 note_time = 0 note_add = 0 note_total = array_length(argument1) note_final = false if (song_play_ct == 0) timeline = timeline_add() else if (!timeline_exists(timeline)) timeline = timeline_add() else timeline_clear(timeline) note_time = argument1[0] * note_1second - note_speed_denominator note_sarray[0] = sound[0] note_parray[0] = argument2[0] timeline_moment_add_script(timeline, note_time, gml_Script_scr_sme_yellow_rhythm_create_note) for (i = 1; i < array_length(argument1); i++) { note_add = (argument1[i] - (argument1[(i - 1)])) * note_1second note_time += note_add note_sarray[i] = sound[i] note_parray[i] = argument2[i] timeline_moment_add_script(timeline, note_time, gml_Script_scr_sme_yellow_rhythm_create_note) } timeline_index = timeline timeline_loop = false timeline_speed = 1 timeline_position = 0 timeline_running = true song_play_ct += 1 }
(gml_Script_scr_sme_yellow_rhythm_song_data_flowey_nosong, charts[0], charts[1])
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            }
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        }
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        else if (enemy_attack == "Flowey Corrupt Attack 3" && (!instance_exists(obj_battle_enemy_attack_starlo_shooting_dynamite_checker_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_starlo_shooting_dynamite_checker_corrupt)
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        else if (enemy_attack == "Flowey Corrupt Attack 4" && (!instance_exists(obj_battle_enemy_attack_guardener_checker_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_guardener_checker_corrupt)
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        else if (enemy_attack == "Flowey Corrupt Attack 5" && (!instance_exists(obj_battle_enemy_attack_energy_balls_spin_creator_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_energy_balls_spin_creator_corrupt)
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        else if (enemy_attack == "Flowey Corrupt Attack 6" && (!instance_exists(obj_battle_enemy_attack_dalv_bolts_checker_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_dalv_bolts_checker_corrupt)
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        else if (enemy_attack == "Flowey Corrupt Attack 7" && (!instance_exists(obj_battle_enemy_attack_ceroba_fire_circle_checker_corrupt)))
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            instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_ceroba_fire_circle_checker_corrupt)
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    }
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}