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gml_GlobalScript_scr_generate_battle_dalv

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function scr_generate_battle_dalv
scr_generate_battle_dalv

function scr_generate_battle_dalv() //gml_Script_scr_generate_battle_dalv { if live_call() return global.live_result; global.battle_enemy_name_1 = "dalv" global.battle_menu_number = 1 global.speed_self = 4 global.invulnerability_self = global.player_invulnerability global.attacking_damage_cap = -1 global.hit_self = false global.hurt_self = false global.current_hp_enemy = 240 global.max_hp_enemy = 240 global.last_hp_enemy = global.current_hp_enemy global.current_hp_enemy_draw = global.current_hp_enemy global.enemy_low_hp = false global.enemy_hit = false global.enemy_hurt = false global.enemy_attack_stat = 6 global.enemy_defense_stat = 4 global.enemy_vulnerable = true global.enemy_attacking = false global.enemy_sparing = false global.enemy_dead = false global.enemy_spared = false global.enemy_betrayed = false global.enemy_fleeable = false global.enemy_special_text = 0 global.enemy_exp = 120 global.enemy_gold = 15 global.enemy_count = 1 global.turns_passed = 0 global.last_action_selected = "Nothing" global.action_1_important = false global.action_2_important = false global.action_1_color = 16777215 global.action_2_color = 65535 global.action_amount = 2 global.item_use = "Nothing" global.item_used = "Nothing" global.item_gift = "Nothing" global.item_gifted = "Nothing" global.image_alpha_enemy_attacking = 1 global.important_cutscene = false global.can_attack = true 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 if (global.route == 3 && global.flag[15 Decibat fate] != 1) { global.enemy_mode = 2 global.enemy_mode_previous = 2 } else if (global.route == 3 && global.flag[15 Decibat fate] == 1) { global.enemy_mode = 1 global.enemy_mode_previous = 1 global.route = 1 global.geno_complete[1] = false global.kill_number[1] = 1 } else { global.enemy_mode = 0 global.enemy_mode_previous = 0 } global.enemy_mode_gen = 0 global.enemy_mode_gen_previous = 0 if (global.sound_carry_overworld == false) { scr_audio_stop_sound(0) audio_sound_gain(mus_dalvopening_yellow, 0.8, 0) audio_sound_pitch(mus_dalvopening_yellow, 1) audio_play_sound(mus_dalvopening_yellow, 20, false) audio_initial_music = 138 audio_extend_music = 136 audio_extend = true } else audio_extend = false global.sound_carry_battle = false global.mettaton_voice_count = 1 instance_create(318, 238, obj_dalv_body) instance_create(320, 90, obj_dalv_head) global.enemy_target_x = obj_dalv_body.x global.enemy_target_y = obj_dalv_body.y - 100 instance_create(0, 0, obj_battle_fade_in_screen) instance_create(275, 400, obj_battle_hp_current_self) instance_create(275, 400, obj_battle_hp_max_self) instance_create(275, 400, obj_battle_hp_cover_self) instance_create(0, 0, obj_text_battle_stat_name) instance_create(0, 0, obj_text_battle_stat_lv) instance_create(244, 405, obj_text_hp) instance_create(0, 0, obj_text_hp_stat) ...
() //gml_Script_scr_generate_battle_dalv
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{
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    if live_call()
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        return global.live_result;
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    global.battle_enemy_name_1 = "dalv"
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    global.battle_menu_number = 1
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    global.speed_self = 4
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    global.invulnerability_self = global.player_invulnerability
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    global.attacking_damage_cap = -1
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    global.hit_self = false
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    global.hurt_self = false
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    global.current_hp_enemy = 240
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    global.max_hp_enemy = 240
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    global.last_hp_enemy = global.current_hp_enemy
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    global.current_hp_enemy_draw = global.current_hp_enemy
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    global.enemy_low_hp = false
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    global.enemy_hit = false
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    global.enemy_hurt = false
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    global.enemy_attack_stat = 6
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    global.enemy_defense_stat = 4
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    global.enemy_vulnerable = true
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    global.enemy_attacking = false
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    global.enemy_sparing = false
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    global.enemy_dead = false
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    global.enemy_spared = false
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    global.enemy_betrayed = false
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    global.enemy_fleeable = false
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    global.enemy_special_text = 0
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    global.enemy_exp = 120
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    global.enemy_gold = 15
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    global.enemy_count = 1
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    global.turns_passed = 0
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    global.last_action_selected = "Nothing"
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    global.action_1_important = false
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    global.action_2_important = false
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    global.action_1_color = 16777215
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    global.action_2_color = 65535
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    global.action_amount = 2
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    global.item_use = "Nothing"
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    global.item_used = "Nothing"
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    global.item_gift = "Nothing"
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    global.item_gifted = "Nothing"
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    global.image_alpha_enemy_attacking = 1
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    global.important_cutscene = false
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    global.can_attack = true
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    global.action_1_selected_count = 0
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    global.action_2_selected_count = 0
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    global.spare_selected_count = 0
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    global.hit_count = 0
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    global.miss_count = 0
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    global.no_hit_count = 0
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    global.hurt_self_count = 0
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    global.hurt_self_turn_count = 0
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    global.item_use_count = 0
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    global.item_gift_count = 0
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    if (global.route == 3 && global.flag[15 Decibat fate] != 1)
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    {
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        global.enemy_mode = 2
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        global.enemy_mode_previous = 2
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    }
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    else if (global.route == 3 && global.flag[15 Decibat fate] == 1)
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    {
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        global.enemy_mode = 1
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        global.enemy_mode_previous = 1
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        global.route = 1
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        global.geno_complete[1] = false
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        global.kill_number[1] = 1
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    }
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    else
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    {
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        global.enemy_mode = 0
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        global.enemy_mode_previous = 0
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    }
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    global.enemy_mode_gen = 0
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    global.enemy_mode_gen_previous = 0
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    if (global.sound_carry_overworld == false)
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    {
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        scr_audio_stop_sound
scr_audio_stop_sound

function scr_audio_stop_sound(argument0) //gml_Script_scr_audio_stop_sound { audio_array_val = 0 sound_y[audio_array_val] = mus_apprehension_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvbattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvopening_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvbattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_decibat_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_dalvopening_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_01_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_02_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_03_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_04_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_05_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_06_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_07_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_08_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_09_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_10_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_attack_finale_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_danza_battle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_floweynew_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_funsized_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_genobattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_mart_geno_wind_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_martletbattle_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_nobodycame_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_occupied_turf_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle1_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle2_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_battle_snowdin audio_array_val += 1 sound_y[audio_array_val] = mus_trial_by_fury audio_array_val += 1 sound_y[audio_array_val] = mus_prebattle3_yellow audio_array_val += 1 sound_y[audio_array_val] = mus_heatwave_approaching for (i = 0; i < array_length_1d(sound_y); i += 1) { var audio_gain = audio_sound_get_gain(sound_y[i]) if (audio_gain <= argument0) audio_stop_sound(sound_y[i]) } }
(0)
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        audio_sound_gain(mus_dalvopening_yellow, 0.8, 0)
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        audio_sound_pitch(mus_dalvopening_yellow, 1)
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        audio_play_sound(mus_dalvopening_yellow, 20, false)
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        audio_initial_music = 138
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        audio_extend_music = 136
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        audio_extend = true
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    }
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    else
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        audio_extend = false
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    global.sound_carry_battle = false
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    global.mettaton_voice_count = 1
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    instance_create(318, 238, obj_dalv_body)
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    instance_create(320, 90, obj_dalv_head)
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    global.enemy_target_x = obj_dalv_body.x
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    global.enemy_target_y = obj_dalv_body.y - 100
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    instance_create(0, 0, obj_battle_fade_in_screen)
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    instance_create(275, 400, obj_battle_hp_current_self)
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    instance_create(275, 400, obj_battle_hp_max_self)
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    instance_create(275, 400, obj_battle_hp_cover_self)
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    instance_create(0, 0, obj_text_battle_stat_name)
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    instance_create(0, 0, obj_text_battle_stat_lv)
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    instance_create(244, 405, obj_text_hp)
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    instance_create(0, 0, obj_text_hp_stat)
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    instance_create(0, 0, obj_background_boss_battle_1_yellow)
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    instance_create(32, 250, obj_dialogue_box_battle)
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    instance_create(31, 431, obj_fight)
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    instance_create(184, 431, obj_act)
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    instance_create(344, 431, obj_item)
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    instance_create(499, 431, obj_mercy)
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    global.last_text_move_select = 0
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    global.soul_mode = "Red"
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    instance_create((obj_fight.x + 17), (obj_fight.y + 23), obj_heart_battle_menu)
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    instance_create(0, 0, obj_dialogue_battle_move_select_intro)
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    global.boss_mini = false
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    global.enemy_attack = "Dalv Start"
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}