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gml_Object_obj_battle_enemy_attack_crispy_tub_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; }
("crispy scroll a", "crispy scroll b", "crispy scroll c")
2
image_speed = 0
3
image_index = 0
4
image_angle = 0
5
image_alpha = 0
6
if (x < (obj_dialogue_box_battle_transformation_any.bbox_right + obj_dialogue_box_battle_transformation_any.sprite_width / 2))
7
    image_angle_sign = 1
8
else
9
    image_angle_sign = -1
10
image_angle_increase = 1 * image_angle_sign
11
hsp = 0
12
vsp = 0
13
hsp_bounce = irandom_range(-2, 2)
14
jump_speed = 7.5
15
grav = 0.5
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terminal_velocity = 10
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can_move = false
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can_vanish = false
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can_bounce = true
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while (bbox_left < (obj_dialogue_box_battle_transformation_any.bbox_left + 4))
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    x += 1
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while (bbox_right > (obj_dialogue_box_battle_transformation_any.bbox_right - 4))
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    x -= 1