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gml_GlobalScript_scr_start_enemy_attacking_jandroid_goosic_duo

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function scr_start_enemy_attacking_jandroid_goosic_duo
scr_start_enemy_attacking_jandroid_goosic_duo

function scr_start_enemy_attacking_jandroid_goosic_duo() //gml_Script_scr_start_enemy_attacking_jandroid_goosic_duo { if live_call() return global.live_result; instance_create(319, 320, obj_dialogue_box_battle_transformation_any) var dialogue_1_spawn = false var dialogue_2_spawn = false var fight_number = global.fight_number var act_number = global.act_number var enemy_dead = global.enemy_dead var enemy_dead_2 = global.enemy_dead_2 var enemy_spared = global.enemy_spared var enemy_spared_2 = global.enemy_spared_2 end_loop = false if ((((global.battle_menu_number == 2 && act_number == 1) || (global.battle_menu_number == 1 && fight_number == 1)) && enemy_dead == false && enemy_spared == false) || (enemy_spared_2 == true && enemy_spared == false) || (enemy_dead_2 == true && enemy_dead == false)) dialogue_1_spawn = true else if ((((global.battle_menu_number == 2 && act_number == 2) || (global.battle_menu_number == 1 && fight_number == 2)) && enemy_dead_2 == false && enemy_spared_2 == false) || (enemy_spared == true && enemy_spared_2 == false) || (enemy_dead == true && enemy_dead_2 == false)) dialogue_2_spawn = true else { var rnd = choose(1, 2) if ((rnd == 1 && (!enemy_dead) && (!enemy_spared)) || enemy_dead_2 || enemy_spared_2) dialogue_1_spawn = true else dialogue_2_spawn = true } if dialogue_1_spawn { instance_create(242, 60, obj_quote_bubble_battle_yellow_2) instance_create(0, 0, obj_quote_battle_jandroid_a) } if dialogue_2_spawn { var bubble = instance_create(220, 60, obj_quote_bubble_battle_yellow_2_reverse) var quote = instance_create_depth(0, 0, -1000, obj_quote_battle_goosic_b) } 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_slippery) }
() //gml_Script_scr_start_enemy_attacking_jandroid_goosic_duo
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{
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    if live_call()
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        return global.live_result;
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any)
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    var dialogue_1_spawn = false
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    var dialogue_2_spawn = false
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    var fight_number = global.fight_number
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    var act_number = global.act_number
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    var enemy_dead = global.enemy_dead
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    var enemy_dead_2 = global.enemy_dead_2
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    var enemy_spared = global.enemy_spared
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    var enemy_spared_2 = global.enemy_spared_2
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    end_loop = false
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    if ((((global.battle_menu_number == 2 && act_number == 1) || (global.battle_menu_number == 1 && fight_number == 1)) && enemy_dead == false && enemy_spared == false) || (enemy_spared_2 == true && enemy_spared == false) || (enemy_dead_2 == true && enemy_dead == false))
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        dialogue_1_spawn = true
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    else if ((((global.battle_menu_number == 2 && act_number == 2) || (global.battle_menu_number == 1 && fight_number == 2)) && enemy_dead_2 == false && enemy_spared_2 == false) || (enemy_spared == true && enemy_spared_2 == false) || (enemy_dead == true && enemy_dead_2 == false))
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        dialogue_2_spawn = true
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    else
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    {
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        var rnd = choose(1, 2)
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        if ((rnd == 1 && (!enemy_dead) && (!enemy_spared)) || enemy_dead_2 || enemy_spared_2)
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            dialogue_1_spawn = true
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        else
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            dialogue_2_spawn = true
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    }
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    if dialogue_1_spawn
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    {
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        instance_create(242, 60, obj_quote_bubble_battle_yellow_2)
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        instance_create(0, 0, obj_quote_battle_jandroid_a)
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    }
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    if dialogue_2_spawn
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    {
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        var bubble = instance_create(220, 60, obj_quote_bubble_battle_yellow_2_reverse)
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        var quote = instance_create_depth(0, 0, -1000, obj_quote_battle_goosic_b)
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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_slippery)
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}