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gml_GlobalScript_scr_generate_battle_el_bailador

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function scr_generate_battle_el_bailador
scr_generate_battle_el_bailador

function scr_generate_battle_el_bailador() //gml_Script_scr_generate_battle_el_bailador { global.battle_enemy_name_1 = "el bailador" 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 = 300 global.max_hp_enemy = 300 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 = 9 global.enemy_defense_stat = 7 if (global.route == 3) { global.current_hp_enemy = 500 global.max_hp_enemy = 500 global.enemy_defense_stat = 8 } global.enemy_vulnerable = true global.enemy_attacking = true 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 = 80 global.enemy_gold = 50 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_3_important = false global.action_1_color = 16777215 global.action_2_color = 16777215 global.action_3_color = 16777215 global.action_amount = 3 if (global.route == 3) global.action_amount = 1 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.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 global.enemy_mode = 0 global.enemy_mode_previous = 0 global.enemy_mode_gen = 0 global.enemy_mode_gen_previous = 0 audio_extend = false global.sound_carry_battle = false global.mettaton_voice_count = 1 instance_create(318, 232, obj_el_bailador_neutral) global.enemy_damage_x = obj_el_bailador_neutral.x global.enemy_damage_y = obj_el_bailador_neutral.y - 112 global.enemy_target_x = obj_el_bailador_neutral.x global.enemy_target_y = obj_el_bailador_neutral.y - 112 global.last_text_move_select = -1 instance_create(0, 0, obj_battle_el_bailador_controller) 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) instance_create(0, 0, obj_background_el_bailador_test_yellow) instance_create(0, 0, obj_battle_enemy_attack_el_bailador_stage_master) instance_create(319, 320, obj_dialogue_box_battle_transformation_any) instance_create(390, 74, obj_quote_bubble_battle_yellow_3) if (global.route != 3) instance_create(0, 0, obj_quote_battle_el_bailador) else instance_create_depth(0, 0, -1000, obj_quote_battle_el_bailador_g) instance_create(31, 431, obj_fight) instance_create(184, 431, obj_act) instance_create(344, 431, obj_item) instance_create(499, 431, obj_mercy) if (global.route != 3) { global.soul_mode = "Yellow Rhythm" ...
() //gml_Script_scr_generate_battle_el_bailador
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{
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    global.battle_enemy_name_1 = "el bailador"
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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 = 300
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    global.max_hp_enemy = 300
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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 = 9
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    global.enemy_defense_stat = 7
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    if (global.route == 3)
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    {
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        global.current_hp_enemy = 500
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        global.max_hp_enemy = 500
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        global.enemy_defense_stat = 8
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    }
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    global.enemy_vulnerable = true
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    global.enemy_attacking = true
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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 = 80
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    global.enemy_gold = 50
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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_3_important = false
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    global.action_1_color = 16777215
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    global.action_2_color = 16777215
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    global.action_3_color = 16777215
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    global.action_amount = 3
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    if (global.route == 3)
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        global.action_amount = 1
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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.action_3_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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    global.enemy_mode = 0
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    global.enemy_mode_previous = 0
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    global.enemy_mode_gen = 0
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    global.enemy_mode_gen_previous = 0
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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, 232, obj_el_bailador_neutral)
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    global.enemy_damage_x = obj_el_bailador_neutral.x
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    global.enemy_damage_y = obj_el_bailador_neutral.y - 112
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    global.enemy_target_x = obj_el_bailador_neutral.x
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    global.enemy_target_y = obj_el_bailador_neutral.y - 112
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    global.last_text_move_select = -1
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    instance_create(0, 0, obj_battle_el_bailador_controller)
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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_el_bailador_test_yellow)
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    instance_create(0, 0, obj_battle_enemy_attack_el_bailador_stage_master)
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any)
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    instance_create(390, 74, obj_quote_bubble_battle_yellow_3)
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    if (global.route != 3)
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        instance_create(0, 0, obj_quote_battle_el_bailador)
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    else
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        instance_create_depth(0, 0, -1000, obj_quote_battle_el_bailador_g)
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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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    if (global.route != 3)
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    {
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        global.soul_mode = "Yellow Rhythm"
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        instance_create((obj_dialogue_box_battle_transformation_any.bbox_left + 79), (obj_dialogue_box_battle_transformation_any.bbox_top + 202), obj_heart_battle_fighting_yellow_rhythm)
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    }
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    else
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    {
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        global.soul_mode = "Red"
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        instance_create(obj_dialogue_box_battle_transformation_any.x, obj_dialogue_box_battle_transformation_any.y, obj_heart_battle_fighting_red)
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    }
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    with (obj_heart_battle_fighting_parent)
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        moveable = false
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    instance_create((obj_fight.x + 17), (obj_fight.y + 23), obj_heart_battle_menu)
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    with (obj_heart_battle_menu)
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        image_alpha = 0
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    global.boss_mini = false
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    global.enemy_attack = "El Bailador Song"
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    global.image_alpha_enemy_attacking_immunity = true
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    if (global.route == 3)
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        global.dunes_flag[52] = 1
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}