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gml_GlobalScript_scr_start_enemy_attacking_flowey

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function scr_start_enemy_attacking_flowey
scr_start_enemy_attacking_flowey

function scr_start_enemy_attacking_flowey() //gml_Script_scr_start_enemy_attacking_flowey { instance_create(319, 320, obj_dialogue_box_battle_transformation_any) if (global.enemy_attack == "Flowey Corrupt Attack 2") { instance_create(0, 0, obj_battle_el_bailador_controller) instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_bailador_checker_corrupt) with (obj_dialogue_box_battle_transformation_any) { sc_able = true sc_direction = "In" sc_dcurrent = 0 sc_speed = 0.1 sc_in_script = gml_Script_scr_start_enemy_attacking_flowey_ext sc_out_script = gml_Script_scr_sme_yellow_rhythm_out_script_el_bailador sc_sprite = 1646 } instance_create(obj_dialogue_box_battle_transformation_any.x, obj_dialogue_box_battle_transformation_any.y, obj_heart_battle_fighting_red) } else if (global.enemy_attack == "Flowey Corrupt Attack 5") { instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_axis) instance_create(0, 0, obj_battle_enemy_attack_axis_shield) with (obj_heart_battle_fighting_parent) moveable = true } else { instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_red) with (obj_heart_battle_fighting_parent) moveable = true } }
() //gml_Script_scr_start_enemy_attacking_flowey
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{
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any)
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    if (global.enemy_attack == "Flowey Corrupt Attack 2")
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    {
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        instance_create(0, 0, obj_battle_el_bailador_controller)
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        instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_bailador_checker_corrupt)
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        with (obj_dialogue_box_battle_transformation_any)
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        {
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            sc_able = true
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            sc_direction = "In"
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            sc_dcurrent = 0
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            sc_speed = 0.1
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            sc_in_script = gml_Script_scr_start_enemy_attacking_flowey_ext
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            sc_out_script = gml_Script_scr_sme_yellow_rhythm_out_script_el_bailador
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            sc_sprite = 1646
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        }
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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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    else if (global.enemy_attack == "Flowey Corrupt Attack 5")
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    {
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        instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_axis)
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        instance_create(0, 0, obj_battle_enemy_attack_axis_shield)
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        with (obj_heart_battle_fighting_parent)
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            moveable = true
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    }
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    else
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    {
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        instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_red)
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        with (obj_heart_battle_fighting_parent)
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            moveable = true
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    }
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}