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gml_GlobalScript_scr_insomnitot_solo_no_attack

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function scr_insomnitot_solo_no_attack
scr_insomnitot_solo_no_attack

function scr_insomnitot_solo_no_attack() //gml_Script_scr_insomnitot_solo_no_attack { global.action_1_selected_count = 0 global.action_2_selected_count = 0 global.action_3_selected_count = 0 global.turns_passed += 1 global.last_action_selected = "Nothing" global.hurt_self = global.hit_self global.hit_self = false global.enemy_hurt = global.enemy_hit global.enemy_hit = false global.item_used = global.item_use global.item_use = "Nothing" global.item_gifted = global.item_gift global.item_gift = "Nothing" global.determine_attack_priority = 1 script_execute(gml_Script_scr_determine_enemy_attack_yellow) with (obj_heart_battle_menu) event_user(0) instance_destroy() }
() //gml_Script_scr_insomnitot_solo_no_attack
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{
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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.turns_passed += 1
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    global.last_action_selected = "Nothing"
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    global.hurt_self = global.hit_self
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    global.hit_self = false
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    global.enemy_hurt = global.enemy_hit
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    global.enemy_hit = false
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    global.item_used = global.item_use
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    global.item_use = "Nothing"
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    global.item_gifted = global.item_gift
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    global.item_gift = "Nothing"
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    global.determine_attack_priority = 1
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    script_execute(gml_Script_scr_determine_enemy_attack_yellow)
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    with (obj_heart_battle_menu)
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        event_user(0)
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    instance_destroy()
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}