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gml_Object_obj_battle_enemy_attack_frostermit_pincher_left_1_Step_0

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1
if (!instance_exists(obj_heart_battle_fighting_parent))
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{
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    instance_destroy()
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    return;
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}
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if (image_alpha < 1)
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{
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    image_alpha += 0.1
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    if (image_alpha > 1)
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        image_alpha = 1
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}
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if (state == "normal")
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{
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    game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2)
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    animation_disjoint_angle = sign_modifier * (max_rise - round(game_maker_cannot_do_math))
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    time_elapsed += time_increase
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    if (time_elapsed >= time_max)
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    {
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        time_elapsed = 0
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        sign_modifier = (-sign_modifier)
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    }
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    image_angle = image_angle_n + animation_disjoint_angle
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}
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else if (state == "detract")
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{
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    if (no_loop_t == false)
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    {
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        if (detract_counter == 1)
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        {
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            image_angle_d = image_angle
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            image_angle_d_location = image_angle_d - detract_charge_factor
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            image_angle_d_location_2 = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)
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            image_angle_r_location = image_angle
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            image_angle_d_speed = image_angle_d_speed_1
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            no_loop_t = true
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        }
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        else if (detract_counter == 2)
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        {
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            image_angle_d = image_angle
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            image_angle_d_location = image_angle_d_location_2
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            image_angle_d_speed = image_angle_d_speed_2
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            no_loop_t = true
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        }
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    }
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    image_angle_d += (image_angle_d_speed * (sign(image_angle_d_location - image_angle_d)))
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    if (abs(image_angle_d_location - image_angle_d) < image_angle_d_speed)
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        image_angle_d = image_angle_d_location
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    if (image_angle_d == image_angle_d_location)
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    {
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        if (detract_counter == 1)
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        {
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            detract_counter += 1
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            no_loop_t = false
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        }
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        else if (detract_counter == 2)
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        {
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            detract_counter = 1
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            image_angle_r = image_angle_d
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            state = "retract"
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            no_loop_t = false
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        }
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    }
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    image_angle = image_angle_d
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}
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else if (state == "retract")
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{
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    image_angle_r += (image_angle_r_speed * (sign(image_angle_r_location - image_angle_r)))
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    if (abs(image_angle_r_location - image_angle_r) < image_angle_r_speed)
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        image_angle_r = image_angle_r_location
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    if (image_angle_r == image_angle_r_location)
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        state = "normal"
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    image_angle = image_angle_r
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}
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with (obj_battle_enemy_attack_frostermit_pincher_left_2)
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    event_user(0)
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with (obj_battle_enemy_attack_frostermit_pincher_left_3_outer)
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    event_user(0)
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with (obj_battle_enemy_attack_frostermit_pincher_left_3_inner)
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    event_user(0)