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gml_Object_obj_flowey_battle_ow_determination_Alarm_0

(view raw script w/o annotations or w/e)
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if (global.flowey_battle_1_phase < 4)
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{
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    global.battle_enemy_name = "flowey"
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    global.battling_boss = true
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    global.battle_start = true
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    global.sound_carry_overworld = false
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    room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room)
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    audio_stop_sound(mus_cymbal)
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    obj_pl.image_alpha = 0
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    scr_battle_save
scr_battle_save

function scr_battle_save() //gml_Script_scr_battle_save { if file_exists("tempsave.sav") file_delete("tempsave.sav") ini_open("tempsave.sav") ini_write_real("Save1", "HP", global.current_hp_self) ini_write_real("Save1", "MAXHP", global.max_hp_self) ini_write_real("Save1", "PP", global.current_pp_self) ini_write_real("Save1", "MAXPP", global.max_pp_self) ini_write_real("Save1", "SP", global.current_sp_self) ini_write_real("Save1", "MAXSP", global.max_sp_self) ini_write_real("Save1", "AT - Primary", global.player_attack) ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) ini_write_real("Save1", "DFP", global.player_defense) ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) ini_write_real("Save1", "LV", global.player_level) ini_write_real("Save1", "EXP", global.player_exp) ini_write_real("Save1", "Gold", global.player_gold) ini_write_string("Save1", "Armor", global.player_armor) ini_write_string("Save1", "Ammo", global.player_weapon_modifier) ini_write_string("Save1", "Weapon", global.player_weapon) ini_write_string("Save1", "Accessory", global.player_armor_modifier) ini_write_string("Save1", "rmName", global.saveroom) ini_write_string("Save1", "playerSprite", global.player_sprites) ini_write_real("Save1", "ffight", global.fighting_flowey) if instance_exists(obj_radio) ini_write_real("Save1", "owms", obj_radio.bgm) var inv1 = global.item_slot[1] ini_write_string("Items", "00", global.item_slot[1]) ini_write_string("Items", "01", global.item_slot[2]) ini_write_string("Items", "02", global.item_slot[3]) ini_write_string("Items", "03", global.item_slot[4]) ini_write_string("Items", "04", global.item_slot[5]) ini_write_string("Items", "05", global.item_slot[6]) ini_write_string("Items", "06", global.item_slot[7]) ini_write_string("Items", "07", global.item_slot[8]) if (global.battle_enemy_name == "flowey") { ini_write_real("Special", "0", global.flowey_battle_1_phase) var list_string = ds_list_write(global.flowey_attack_list) ini_write_string("Special", "1", list_string) list_string = ds_list_write(global.flowey_stolen_attack_list) ini_write_string("Special", "2", list_string) list_string = ds_list_write(global.flowey_room_list) ini_write_string("Special", "3", list_string) ini_write_real("Special", "4", global.flowey_attack_number) } else if (global.battle_enemy_name == "flowey2") { for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]) ini_write_real("petal", "count", obj_flowey_battle_final.petal_count) } ini_close() }
()
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}
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else
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{
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    room = rm_battle_flashback_final
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    obj_pl.x = 20
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    obj_pl.y = 150
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}