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gml_Object_obj_flowey_1_attack_8_soul_Create_0

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if live_call()
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    return global.live_result;
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var box = 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; }
("flowey", "void", "void")
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scene = 0
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cutscene_timer = 0
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soul_switch_treshold = 3
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direction = point_direction(x, y, box.x, box.y)
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speed = 1.5
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alarm[0] = 40
alarm[0]

if live_call() return global.live_result; if (soul_switch_treshold > 0) soul_switch_treshold -= 1 else { instance_create_depth(0, 0, -9999, obj_flowey_battle_screen_glitch) x = obj_heart_battle_fighting_parent.x y = obj_heart_battle_fighting_parent.y with (obj_heart_battle_fighting_parent) { x = other.xprevious y = other.yprevious vulnerable = false alarm[0] = 10 } return; } sprite_index = spr_heart_yellow_down audio_play_sound(snd_bullet_warning, 1, 0) alarm[0] = 7 alarm[1] = 3
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image_speed = 0