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gml_Object_obj_battle_enemy_attack_guardener_arm_half_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; }
("guardener", "void", "void")
2
launch_sound = audio_play_sound(snd_guardener_arm_launched, 1, 0)
3
launch_dir = "down"
4
launch_speed = 10
5
arm_return = 0.5
6
scene = 0
7
cutscene_timer = 0
8
warning_col = 255
9
warning_draw = true
10
warning_count = 2
11
scene = -1
12
alarm[0] = 5
alarm[0]

audio_play_sound(snd_bullet_warning, 1, 0) if (warning_col == 255) warning_col = 65535 else warning_col = 255 if (warning_count > 0) { alarm[0] = 3 warning_count -= 1 } else { warning_draw = false scene++ }
13
depth = obj_heart_battle_fighting_parent.depth + 1