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gml_Object_obj_flowey_battle_gray_gun_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; }
("flowey2", "void", "void")
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if (x > obj_heart_battle_fighting_parent.x)
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    image_yscale *= -1
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image_alpha = 0
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direction = point_direction(x, y, obj_heart_battle_fighting_parent.x, (obj_heart_battle_fighting_parent.y + 12))
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image_angle = direction - 180
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scene = 0
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cutscene_timer = 0