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gml_Object_obj_final_boss_circle_Other_10

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var fight_number = global.fight_number
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if (fight_number == 1)
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    var enemy_vulnerable_hold = global.enemy_vulnerable
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else if (fight_number == 2)
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    enemy_vulnerable_hold = global.enemy_vulnerable_2
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else if (fight_number == 3)
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    enemy_vulnerable_hold = global.enemy_vulnerable_3
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var player_weapon_attack_original = global.player_weapon_attack
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var player_attack_original = global.player_attack
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switch global.player_weapon_modifier
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{
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    case "Silver Ammo":
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        if (shot_type == "weak")
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        {
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            global.player_attack *= 0.5
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            global.player_weapon_attack *= 0.5
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        }
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        else if (shot_type == "strong")
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        {
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            global.player_attack *= 1.75
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            global.player_weapon_attack *= 1.75
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        }
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        break
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}
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if (global.battling_boss == true)
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    scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(argument0) //gml_Script_scr_damage_determination_boss { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
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else if (global.fight_number == 1)
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    scr_damage_determination_enemy
scr_damage_determination_enemy

function scr_damage_determination_enemy(argument0) //gml_Script_scr_damage_determination_enemy { if live_call() return global.live_result; switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) ...
(dd_type)
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else if (global.fight_number == 2)
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    scr_damage_determination_enemy_2
scr_damage_determination_enemy_2

function scr_damage_determination_enemy_2(argument0) //gml_Script_scr_damage_determination_enemy_2 { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
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else if (global.fight_number == 3)
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    scr_damage_determination_enemy_3
scr_damage_determination_enemy_3

function scr_damage_determination_enemy_3(argument0) //gml_Script_scr_damage_determination_enemy_3 { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
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global.player_attack = player_attack_original
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global.player_weapon_attack = player_weapon_attack_original
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if (fight_number == 1)
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    global.enemy_vulnerable = enemy_vulnerable_hold
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else if (fight_number == 2)
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    global.enemy_vulnerable_2 = enemy_vulnerable_hold
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else if (fight_number == 3)
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    global.enemy_vulnerable_3 = enemy_vulnerable_hold