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gml_Object_obj_battle_enemy_attack_frostermit_snowflakes_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; }
("frostermit a", "frostermit b", "frostermit c")
2
fall_speed = irandom_range(1, 3)
3
x_point = x
4
y_point = y
5
angle_pos = 270
6
angle_pos_default = angle_pos
7
angle_pos_max = 15 * fall_speed
8
angle_radius = 5
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angle_increase = 6 * fall_speed
10
starting_position_x = x
11
starting_position_y = y
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animation_disjoint_x = 0
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animation_disjoint_y = 0
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can_move = false
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var random_number = irandom_range(1, 8)
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switch random_number
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{
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    case 1:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_1
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        break
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    case 2:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_2
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        break
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    case 3:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_3
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        break
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    case 4:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_4
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        break
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    case 5:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_5
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        break
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    case 6:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_6
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        break
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    case 7:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_7
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        break
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    case 8:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_8
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        break
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    default:
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        sprite_index = spr_battle_enemy_attack_frostermit_snowflake_1
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}
45
46
image_speed = 0
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image_index = 0
48
image_alpha = 0
49
random_number = irandom_range(0, 1)
50
if (random_number == 0)
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    random_number = -1
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sign_modifier = random_number
53
time_elapsed = 0
54
time_max = 30 + 15 * (fall_speed - 1)
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time_increase = 1
56
max_rise = 5 * fall_speed * (irandom_range(1, 2))