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gml_Object_obj_heart_battle_fighting_yellow_flowey_Step_0

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1
if live_call()
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    return global.live_result;
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script_execute(gml_Script_scr_controls_battle_heart_red)
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x_previous = x
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y_previous = y
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move_x = key_left + key_right
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move_y = key_down + key_up
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hsp = move_x * walk_speed
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vsp = move_y * walk_speed
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if key_revert
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{
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    hsp = round(hsp / 2)
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    vsp = round(vsp / 2)
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}
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hsp += hsp_factor
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vsp += vsp_factor
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if (sign(hsp) == -1 && (bbox_left + hsp) <= 0)
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{
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    while ((bbox_left + sign(hsp)) > 0)
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        x += sign(hsp)
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    hsp = 0
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}
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else if (sign(hsp) == 1 && (bbox_right + hsp) >= room_width)
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{
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    while ((bbox_right + sign(hsp)) < room_width)
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        x += sign(hsp)
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    hsp = 0
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}
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x += hsp
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if (sign(vsp) == -1 && (bbox_top + vsp) <= 260)
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{
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    while ((bbox_top + sign(vsp)) > 300)
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        y += sign(vsp)
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    vsp = 0
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}
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else if (sign(vsp) == 1 && (bbox_bottom + vsp) >= room_height)
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{
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    while ((bbox_bottom + sign(vsp)) < room_height)
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        y += sign(vsp)
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    vsp = 0
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}
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y += vsp
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obj_heart_red_hitbox.x = x
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obj_heart_red_hitbox.y = y
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if instance_exists(obj_heart_battle_effect_glow)
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{
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    obj_heart_battle_effect_glow.x = x
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    obj_heart_battle_effect_glow.y = y
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}
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if (moveable == true && global.current_sp_self > 0)
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{
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    var can_trail = false
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    trail_cc_current += 1
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    if (trail_cc_current >= trail_cc_max)
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    {
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        can_trail = true
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        trail_cc_current = 0
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    }
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    if (can_trail == true)
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    {
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        ds_list_add(x_list, x)
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        ds_list_add(y_list, y)
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        while (ds_list_size(x_list) > max_points_trail)
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        {
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            ds_list_delete(x_list, 0)
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            ds_list_delete(y_list, 0)
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        }
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    }
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}
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if (keyboard_multicheck_pressed(0) && sprite_index == spr_heart_yellow_up && can_shoot == true)
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{
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    sprite_index = spr_heart_yellow_shoot
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    image_index = 0
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    instance_create_depth((x + 0.5), (y - 6), (depth - 1), obj_heart_yellow_shot)
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    can_shoot = false
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    alarm[1] = shoot_delay
alarm[1]

can_shoot = true
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}
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event_user(15)