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gml_GlobalScript_scr_start_enemy_no_attack_axis

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function scr_start_enemy_no_attack_axis
scr_start_enemy_no_attack_axis

function scr_start_enemy_no_attack_axis() //gml_Script_scr_start_enemy_no_attack_axis { instance_create(319, 320, obj_dialogue_box_battle_transformation_any) 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) if (global.route == 1 && global.geno_complete[3] == false) { instance_create(402, 68, obj_quote_bubble_battle_yellow_2) instance_create(0, 0, obj_quote_battle_axis) } else if (global.route == 2 && global.action_1_selected_count > 0) { scr_audio_fade_out(mus_guns_blazing, 1000) instance_create(0, 0, obj_steamworks_35_in_battle_cutscene_4) global.action_1_important = false } else { with (obj_battlebox_controller_axis) event_user(0) } }
() //gml_Script_scr_start_enemy_no_attack_axis
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{
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any)
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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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    if (global.route == 1 && global.geno_complete[3] == false)
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    {
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        instance_create(402, 68, obj_quote_bubble_battle_yellow_2)
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        instance_create(0, 0, obj_quote_battle_axis)
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    }
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    else if (global.route == 2 && global.action_1_selected_count > 0)
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    {
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        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_guns_blazing, 1000)
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        instance_create(0, 0, obj_steamworks_35_in_battle_cutscene_4)
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        global.action_1_important = false
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    }
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    else
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    {
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        with (obj_battlebox_controller_axis)
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            event_user(0)
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    }
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}