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gml_Object_obj_attack_moray_balls_sword_Step_0

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1
switch attack_state
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{
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    case 0:
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        if (image_alpha < 0.99)
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            image_alpha = lerp(image_alpha, 1, 0.25)
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        else
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        {
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            image_alpha = 1
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            attack_state++
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        }
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        break
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    case 1:
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        var target_y = ystart - 50
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        if (y > (target_y + 0.01))
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            y = lerp(y, target_y, 0.4)
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        else
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        {
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            audio_play_sound(snd_undertale_swoosh, 1, 0)
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            attack_state++
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        }
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        break
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    case 2:
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        var grav = 2
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        var fall_speed_max = 30
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        var battle_box = obj_dialogue_box_battle_transformation_any
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        var y_max = battle_box.bbox_bottom - 4
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        if ((bbox_bottom + fall_speed_max) >= y_max)
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        {
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            vspeed = 0
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            y = y_max
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            attack_state = -1
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            scr_screenshake_battle
scr_screenshake_battle

function scr_screenshake_battle() //gml_Script_scr_screenshake_battle { instance_destroy(obj_screenshake_battle) var screenshake = instance_create(0, 0, obj_screenshake_battle) battle_screenshake_duration = argument[0] battle_screenshake_intensity = argument[1] battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration }
(10, 1)
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            audio_play_sound(snd_feisty_moray_stab_impact, 1, 0)
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        }
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        else
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            vspeed = clamp((vspeed + grav), 0, fall_speed_max)
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        break
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}