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gml_Object_obj_battle_enemy_attack_tellyvis_tape_Create_0

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1
var dbox = obj_dialogue_box_battle_transformation_any
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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; }
("tellyvis a", "void", "void")
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flying_speed = 10
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grav_speed = 0
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depth = obj_heart_battle_fighting_parent.depth - 1
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var spawn_position = irandom_range(1, 4)
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var half_width = sprite_width * 0.5
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var half_height = sprite_height * 0.5
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var loop_prevention = 0
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do
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{
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    switch spawn_position
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    {
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        case 1:
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            x = obj_heart_battle_fighting_parent.x
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            if (loop_prevention >= 1)
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                x = irandom_range((dbox.bbox_left + half_width), (dbox.bbox_right - half_width))
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            y = dbox.bbox_top - half_height
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            direction = 270
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            break
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        case 2:
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            x = obj_heart_battle_fighting_parent.x
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            if (loop_prevention >= 1)
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                x = irandom_range((dbox.bbox_left + half_width), (dbox.bbox_right - half_width))
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            y = dbox.bbox_bottom + half_height
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            direction = 90
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            break
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        case 3:
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            y = obj_heart_battle_fighting_parent.y
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            if (loop_prevention >= 1)
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                y = irandom_range((dbox.bbox_top + half_height), (dbox.bbox_bottom - half_width))
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            x = dbox.bbox_left - half_height
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            direction = 0
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            image_angle = 90
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            break
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        case 4:
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            y = obj_heart_battle_fighting_parent.y
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            if (loop_prevention >= 1)
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                y = irandom_range((dbox.bbox_top + half_height), (dbox.bbox_bottom - half_width))
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            x = dbox.bbox_right + half_height
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            direction = 180
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            image_angle = 90
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            break
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    }
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    loop_prevention += 1
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} until ((!(place_meeting(x, y, obj_battle_enemy_attack_tellyvis_tape))) || loop_prevention >= 4);
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x_previous = x
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y_previous = y
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peek_distance = 20
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cutscene_timer = 0
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scene = 0