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gml_Object_obj_battle_enemy_attack_el_bailador_whiteout_Alarm_0

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1
if instance_exists(obj_dialogue_battle_flee)
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{
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    switch global.enemy_count
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    {
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        case 1:
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            if (global.enemy_dead == false)
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                global.enemy_exp = 0
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            global.player_exp += global.enemy_exp
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            global.player_gold += global.enemy_gold
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            break
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        case 2:
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            if (global.enemy_dead == false)
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                global.enemy_exp = 0
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            if (global.enemy_dead_2 == false)
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                global.enemy_exp_2 = 0
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            global.player_exp += (global.enemy_exp + global.enemy_exp_2)
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            global.player_gold += (global.enemy_gold + global.enemy_gold_2)
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            break
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        case 3:
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            if (global.enemy_dead == false)
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                global.enemy_exp = 0
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            if (global.enemy_dead_2 == false)
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                global.enemy_exp_2 = 0
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            if (global.enemy_dead_3 == false)
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                global.enemy_exp_3 = 0
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            global.player_exp += (global.enemy_exp + global.enemy_exp_2 + global.enemy_exp_3)
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            global.player_gold += (global.enemy_gold + global.enemy_gold_2 + global.enemy_gold_3)
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            break
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    }
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    if (global.player_exp >= global.player_exp_next[global.player_level])
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    {
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        var i = global.player_level
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        while (i <= 20)
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        {
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            if (global.player_exp >= global.player_exp_next[i])
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            {
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                global.player_level = i + 1
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                global.max_hp_self = global.player_hp_next[i]
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                global.player_attack = global.player_attack_next[i]
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                global.player_defense = global.player_defense_next[i]
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                i += 1
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                continue
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            }
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            else
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                break
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        }
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    }
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}
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obj_pl.image_alpha = 1
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if (global.party_member != noone)
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    global.party_member.image_alpha = 1
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scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
54
room_goto(asset_get_index(global.current_room_overworld))
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fade_out = true