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gml_Object_obj_attack_ace_cards_shape_Create_0

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1
damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy { var enemy_count = global.enemy_count if (global.battle_enemy_name_1 == argument0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2) return 3; else return 0; }
("ace", "void", "void")
2
sin_current = 0
3
attack_state = 0
4
direction_inc = 0
5
direction_inc_max = 4
6
max_speed = 9
7
charge_speed = 5
8
alarm[0] = instance_number(obj_attack_ace_cards_shape) * 15
alarm[0]

var heart = obj_heart_battle_fighting_red attack_state = 1 direction = point_direction(x, y, heart.x, heart.y) speed = (-charge_speed) audio_play_sound(snd_ceroba_swoosh, 1, 0)