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gml_Object_obj_battle_enemy_attack_eq_visualizer_Create_0

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if live_call()
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    return global.live_result;
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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; }
("goosic a", "goosic b", "void")
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var box_width = obj_dialogue_box_battle_transformation_any.sprite_width - 6
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eq_bar_number = 5
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eq_bar_gap = 2
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eq_bar_width = box_width / eq_bar_number - eq_bar_gap * 2
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eq_bar_height[eq_bar_number] = 2
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eq_bar_height_target[eq_bar_number] = 2
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eq_bar_height_max = obj_dialogue_box_battle_transformation_any.sprite_height - 10
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eq_bar_height_min = 2
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scene = -1
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cutscene_timer = 0
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eq_bar_draw_warning_bars = false
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lerp_speed = 0.25
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eq_bar_low_max = 2
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eq_bar_low_current = 0
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eq_bar_hi_max = 3
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eq_bar_hi_current = 0
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eq_bar_collidable = eq_bar_height_max - 20
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attack_number_max = 5