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gml_Object_obj_battle_enemy_attack_martlet_ff_2_final_feather_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; }
("martlet", "void", "void")
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x_center = obj_dialogue_box_battle_transformation_any.x
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y_center = obj_dialogue_box_battle_transformation_any.y
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var feather_direction = obj_battle_enemy_attack_martlet_ff_2_final_checker.feather_angle_direction
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feather_radius = distance_to_point(x_center, y_center)
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feather_radius_increase = -6
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feather_angle_increase = -12 * feather_direction
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feather_angle_decrease = 1 * feather_direction
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feather_angle_min = -6 * feather_direction
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feather_angle_max = feather_angle_increase
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fai_radius_min = (-((obj_dialogue_box_battle_transformation_any.bbox_right - x_center - 30)))
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can_fade_in = true
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can_fade_out = false
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in_box = false
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global.id_store = id
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x_list = ds_list_create()
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y_list = ds_list_create()
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angle_list = ds_list_create()
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max_points_trail = 0
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trail_cc_max = 3
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trail_cc_start = trail_cc_max - 1
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trail_cc_current = trail_cc_start