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gml_Object_obj_attack_ace_dealing_cards_Step_0

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1
if (image_alpha < 1)
2
{
3
    image_alpha += 0.05
4
    return;
5
}
6
if (card_active == true)
7
{
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    x = lerp(x, card_target_x, 0.3)
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    y = lerp(y, card_target_y, 0.3)
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    if (abs(x - card_target_x) <= 5 && abs(y - card_target_y) <= 5)
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        sprite_index = spr_attack_ace_card_back
12
    if (abs(x - card_target_x) <= 0.05 && abs(y - card_target_y) <= 0.05)
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    {
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        x = card_target_x
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        y = card_target_y
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        card_active = false
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        alarm[2] = reset_delay
alarm[2]

card_return = true audio_play_sound(snd_card_game_deal, 1, 0) sprite_index = -4
18
    }
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}
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if (card_return == true)
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{
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    x = lerp(x, card_original_x, 0.5)
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    y = lerp(y, card_original_y, 0.5)
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    if (abs(x - card_original_x) <= 0.01 && abs(y - card_original_y) <= 0.01)
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    {
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        x = card_original_x
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        y = card_original_y
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        card_return = false
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        with (obj_attack_ace_dealing_cards)
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        {
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            if (card_return == true)
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                return;
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        }
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        obj_attack_ace_dealing_controller.alarm[0] = next_attack_delay
35
    }
36
}