Undertale Yellow script viewer

← back to main script listing

gml_GlobalScript_scr_generate_battle_flower_girls_solo

(view raw script w/o annotations or w/e)
1
function scr_generate_battle_flower_girls_solo
scr_generate_battle_flower_girls_solo

function scr_generate_battle_flower_girls_solo() //gml_Script_scr_generate_battle_flower_girls_solo { global.battle_enemy_name_1 = "flower girls" 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 = 90 global.max_hp_enemy = 90 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 = 10 global.enemy_defense_stat = 7 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 = true global.enemy_special_text = 0 global.enemy_exp = 50 global.enemy_gold = 12 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 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 scr_audio_stop_sound(0) script_execute(gml_Script_scr_determine_enemy_music_yellow) audio_extend = false global.sound_carry_battle = false global.mettaton_voice_count = 1 switch global.dunes_flag[31] { case 1: var base_y = 220 var hand_y = base_y - 57 var head_y = hand_y - 22 instance_create(316, hand_y, obj_violetta_hands) instance_create(316, head_y, obj_violetta_head) instance_create(316, base_y, obj_violetta_body) break case 2: var base_x = 316 base_y = 220 var hand_x = base_x - 75 hand_y = base_y - 172 var head_x = base_x - 3 head_y = base_y - 66 instance_create(hand_x, hand_y, obj_pedla_hands) instance_create(head_x, head_y, obj_pedla_head) instance_create(316, base_y, obj_pedla_body) break case 3: base_x = 316 base_y = 220 hand_x = base_x - 78 hand_y = base_y - 95 head_x = base_x - 7 head_y = base_y - 71 instance_create(hand_x, hand_y, obj_rosa_hands) instance_create(head_x, head_y, obj_rosa_head) instance_create(316, base_y, obj_rosa_body) break } global.enemy_damage_x = 320 global.enemy_damage_y = 140 ...
() //gml_Script_scr_generate_battle_flower_girls_solo
2
{
3
    global.battle_enemy_name_1 = "flower girls"
4
    global.battle_menu_number = 1
5
    global.speed_self = 4
6
    global.invulnerability_self = global.player_invulnerability
7
    global.attacking_damage_cap = -1
8
    global.hit_self = false
9
    global.hurt_self = false
10
    global.current_hp_enemy = 90
11
    global.max_hp_enemy = 90
12
    global.last_hp_enemy = global.current_hp_enemy
13
    global.current_hp_enemy_draw = global.current_hp_enemy
14
    global.enemy_low_hp = false
15
    global.enemy_hit = false
16
    global.enemy_hurt = false
17
    global.enemy_attack_stat = 10
18
    global.enemy_defense_stat = 7
19
    global.enemy_vulnerable = true
20
    global.enemy_attacking = false
21
    global.enemy_sparing = false
22
    global.enemy_dead = false
23
    global.enemy_spared = false
24
    global.enemy_betrayed = false
25
    global.enemy_fleeable = true
26
    global.enemy_special_text = 0
27
    global.enemy_exp = 50
28
    global.enemy_gold = 12
29
    global.enemy_count = 1
30
    global.turns_passed = 0
31
    global.last_action_selected = "Nothing"
32
    global.action_1_important = false
33
    global.action_2_important = false
34
    global.action_3_important = false
35
    global.action_1_color = 16777215
36
    global.action_2_color = 16777215
37
    global.action_3_color = 16777215
38
    global.action_amount = 3
39
    global.item_use = "Nothing"
40
    global.item_used = "Nothing"
41
    global.item_gift = "Nothing"
42
    global.item_gifted = "Nothing"
43
    global.image_alpha_enemy_attacking = 1
44
    global.important_cutscene = false
45
    global.can_attack = true
46
    global.action_1_selected_count = 0
47
    global.action_2_selected_count = 0
48
    global.action_3_selected_count = 0
49
    global.spare_selected_count = 0
50
    global.hit_count = 0
51
    global.miss_count = 0
52
    global.no_hit_count = 0
53
    global.hurt_self_count = 0
54
    global.hurt_self_turn_count = 0
55
    global.item_use_count = 0
56
    global.item_gift_count = 0
57
    global.enemy_mode = 0
58
    global.enemy_mode_previous = 0
59
    global.enemy_mode_gen = 0
60
    global.enemy_mode_gen_previous = 0
61
    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)
62
    script_execute(gml_Script_scr_determine_enemy_music_yellow)
63
    audio_extend = false
64
    global.sound_carry_battle = false
65
    global.mettaton_voice_count = 1
66
    switch global.dunes_flag[31]
67
    {
68
        case 1:
69
            var base_y = 220
70
            var hand_y = base_y - 57
71
            var head_y = hand_y - 22
72
            instance_create(316, hand_y, obj_violetta_hands)
73
            instance_create(316, head_y, obj_violetta_head)
74
            instance_create(316, base_y, obj_violetta_body)
75
            break
76
        case 2:
77
            var base_x = 316
78
            base_y = 220
79
            var hand_x = base_x - 75
80
            hand_y = base_y - 172
81
            var head_x = base_x - 3
82
            head_y = base_y - 66
83
            instance_create(hand_x, hand_y, obj_pedla_hands)
84
            instance_create(head_x, head_y, obj_pedla_head)
85
            instance_create(316, base_y, obj_pedla_body)
86
            break
87
        case 3:
88
            base_x = 316
89
            base_y = 220
90
            hand_x = base_x - 78
91
            hand_y = base_y - 95
92
            head_x = base_x - 7
93
            head_y = base_y - 71
94
            instance_create(hand_x, hand_y, obj_rosa_hands)
95
            instance_create(head_x, head_y, obj_rosa_head)
96
            instance_create(316, base_y, obj_rosa_body)
97
            break
98
    }
99
100
    global.enemy_damage_x = 320
101
    global.enemy_damage_y = 140
102
    global.enemy_target_x = 320
103
    global.enemy_target_y = 140
104
    script_execute(gml_Script_scr_create_background_battle_yellow)
105
    instance_create(0, 0, obj_battle_fade_in_screen)
106
    instance_create(275, 400, obj_battle_hp_current_self)
107
    instance_create(275, 400, obj_battle_hp_max_self)
108
    instance_create(275, 400, obj_battle_hp_cover_self)
109
    instance_create(0, 0, obj_text_battle_stat_name)
110
    instance_create(0, 0, obj_text_battle_stat_lv)
111
    instance_create(244, 405, obj_text_hp)
112
    instance_create(0, 0, obj_text_hp_stat)
113
    instance_create(32, 250, obj_dialogue_box_battle)
114
    instance_create(31, 431, obj_fight)
115
    instance_create(184, 431, obj_act)
116
    instance_create(344, 431, obj_item)
117
    instance_create(499, 431, obj_mercy)
118
    global.last_text_move_select = 0
119
    global.soul_mode = "Red"
120
    instance_create((obj_fight.x + 17), (obj_fight.y + 23), obj_heart_battle_menu)
121
    instance_create(0, 0, obj_dialogue_battle_move_select_intro)
122
}