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gml_Object_obj_flowey_battle_gray_wheel_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
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    return global.live_result;
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if instance_exists(obj_battle_enemy_attack_parent)
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{
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    with (obj_battle_enemy_attack_parent)
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    {
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        image_alpha -= 0.3
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        if (image_alpha <= 0)
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            instance_destroy()
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    }
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}
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switch scene
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{
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    case 0:
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        image_xscale += 0.1
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        image_yscale = image_xscale
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        if (image_xscale >= 1.5)
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        {
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            image_xscale = 1.5
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            image_yscale = 1.5
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            image_alpha = 1
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            scene++
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        }
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        image_alpha = image_xscale / 1.5
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        break
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    case 1:
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        image_xscale -= 0.1
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        image_yscale = image_xscale
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        if (image_xscale <= 1)
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        {
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            image_xscale = 1
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            image_yscale = 1
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            scr_screenshake_battle
scr_screenshake_battle

function scr_screenshake_battle() //gml_Script_scr_screenshake_battle { instance_destroy(obj_screenshake_battle) var screenshake = instance_create(0, 0, obj_screenshake_battle) battle_screenshake_duration = argument[0] battle_screenshake_intensity = argument[1] battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration }
(6, 3)
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            with (obj_flowey_battle_gray_wheel_petal_gray)
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                active = true
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            scene++
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        }
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        break
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    case 2:
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        if (!instance_exists(obj_flowey_battle_gray_vine_for_grab))
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        {
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            audio_play_sound(snd_undertale_spearrise, 1, 0)
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            instance_create_depth(-10, obj_heart_battle_fighting_parent.y, -100, obj_flowey_battle_gray_vine_for_grab)
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            with (instance_create_depth(650, obj_heart_battle_fighting_parent.y, -100, obj_flowey_battle_gray_vine_for_grab))
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            {
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                image_xscale = -1
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                hspeed *= -1
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            }
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        }
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        scene++
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        break
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    case 3:
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        break
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    case 4:
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        for (var i = 0; i < 6; i++)
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        {
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            if obj_flowey_battle_final.petal_alive[i]
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            {
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                var petal = instance_create_depth(x, y, (depth + 1), obj_flowey_battle_gray_wheel_petals_special)
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                petal.sprite_index = petal_sprite_special[i]
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                petal.direction = i * 60
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                petal.petal_phase_number = i + 1
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            }
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        }
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        scene++
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        break
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    case 5:
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        cutscene_wait(0.5)
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        break
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    case 6:
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        cutscene_sfx_play(snd_f_whatwouldyoulike, 1)
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        break
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    case 7:
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        if (!alarm[0])
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            alarm[0] = 30
alarm[0]

if live_call() return global.live_result; obj_flowey_battle_gray_vine_grab.soul_can_shoot = true
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        if (spin_speed < spin_speed_max)
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            spin_speed += 0.5
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        var shake_modifier = spin_speed / spin_speed_max
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        x = xstart
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        y = ystart
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        x += ((choose(-1, 1)) * shake_modifier)
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        y += ((choose(-1, 1)) * shake_modifier)
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        with (obj_flowey_battle_gray_wheel_petals_special)
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            direction += other.spin_speed
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        break
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    case 8:
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        if (spin_speed > 0)
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            spin_speed -= 0.5
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        else
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        {
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            x = xstart
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            y = ystart
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            scene++
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            return;
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        }
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        with (obj_flowey_battle_gray_wheel_petals_special)
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            direction += other.spin_speed
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        shake_modifier = spin_speed / spin_speed_max
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        x = xstart
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        y = ystart
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        x += ((choose(-1, 1)) * shake_modifier)
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        y += ((choose(-1, 1)) * shake_modifier)
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        break
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    case 9:
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        audio_play_sound(snd_f_great, 1, 0)
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        scene++
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        break
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    case 10:
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        cutscene_wait(1)
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        break
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    case 11:
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        obj_flowey_battle_final.stage_switch = wheel_phase_number
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        scene++
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        break
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}