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gml_Object_obj_battle_enemy_attack_guardener_checker_corrupt_Step_0

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var box = obj_dialogue_box_battle_transformation_any
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switch scene
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{
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    case 0:
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        cutscene_wait(0.5)
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        break
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    case 1:
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        var flower = instance_create_depth(320, (box.bbox_bottom - 4), (obj_heart_battle_fighting_parent.depth - 1), obj_guardener_flower_corrupt)
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        flower.image_xscale = 1
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        flower.image_yscale = 1
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        cutscene_advance()
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        break
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    case 2:
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        cutscene_wait(1.4)
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        break
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    case 3:
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        var arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 40), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm)
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        arm.launch_dir = "right"
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        arm.image_angle = 90
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        arm.arm_return = 5
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        arm.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; }
("flowey", "void", "void")
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        cutscene_advance()
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        break
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    case 4:
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        cutscene_wait(0.3)
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        break
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    case 5:
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        arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 70), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm)
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        arm.launch_dir = "right"
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        arm.image_angle = 0
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        arm.arm_return = 5
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        arm.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; }
("flowey", "void", "void")
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        cutscene_advance()
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        break
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    case 6:
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        cutscene_wait(0.3)
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        break
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    case 7:
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        arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 100), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm)
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        arm.launch_dir = "right"
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        arm.image_angle = 90
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        arm.arm_return = 5
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        arm.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; }
("flowey", "void", "void")
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        cutscene_advance()
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        break
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    case 8:
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        cutscene_wait(1)
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        break
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    case 9:
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        obj_guardener_flower_corrupt.sprite_index = spr_guardener_plant_disappear
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        obj_guardener_flower_corrupt.image_speed = 1
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        cutscene_advance()
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        break
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    case 10:
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        if (!instance_exists(obj_guardener_flower_corrupt))
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        {
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            cutscene_wait(1.5)
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            break
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        }
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        else
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            break
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    case 11:
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        instance_destroy()
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        break
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}