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gml_Object_obj_heart_battle_fighting_yellow_final_Create_0

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1
if live_call()
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    return global.live_result;
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walk_speed = global.speed_self + 1 * sign(global.current_sp_self)
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if (room == rm_battle_flowey_phase_2)
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    walk_speed += 2
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base_sprite = 1662
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image_speed = 0
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image_index = 0
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vulnerable = true
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moveable = false
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hsp_factor = 0
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vsp_factor = 0
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x_previous = x
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y_previous = y
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last_move_x = 0
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last_move_y = 0
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move_x_count = 0
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move_y_count = 0
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idle_x_count = 0
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idle_y_count = 0
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max_move_counter = 100
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last_hsp = 0
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last_vsp = 0
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move_hsp_count = 0
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move_vsp_count = 0
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idle_hsp_count = 0
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idle_vsp_count = 0
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max_speed_counter = 100
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var player_character = global.player_character
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instance_create(x, y, obj_heart_red_hitbox)
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if (global.current_pp_self > 0)
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    instance_create(x, y, obj_heart_battle_effect_glow)
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event_user(0)
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x_list = ds_list_create()
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y_list = ds_list_create()
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max_points_trail = 5
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trail_cc_max = 3
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trail_cc_start = trail_cc_max - 1
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trail_cc_current = trail_cc_start
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trail_sprite = 1677
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shoot_delay = 5
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shoot_buffer = 0
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can_shoot = true
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can_charge = true
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turn_angle_target = 90
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turn_state = 0
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charge_percentage = 0
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charge_time = 30
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charge_time_max = 30
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is_charged = false
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is_charging = false
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charge_sound = 0
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charged_shot_type = 1
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blast_is_firing = false
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switch global.battle_enemy_name
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{
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    case "martlet genocide final":
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        charged_shot_type = 2
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        break
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    default:
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        charged_shot_type = 1
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        break
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}
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dash_buffered = false
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dash_overlay = 0
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dash_speed = walk_speed * 3
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is_dashing = false
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dash_distance = 4
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dash_timer = dash_distance
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move_x_dash = 0
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move_y_dash = 0
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dash_delay = 4
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dash_delay_max = 4
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dash_grace = 0
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dash_grace_max = 3
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can_dash = true
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can_cancel_dash = true
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draw_sprite_hurt = false
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if (room == rm_battle_flowey_phase_2)
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    sprite_index = spr_heart_yellow_down