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gml_Object_obj_heart_battle_menu_effect_axis_geno_Step_0

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if live_call()
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    return global.live_result;
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var turns_passed = global.attack_cycle
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var turns_passed_max = global.attack_cycle_max
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if (in_battle_twitch == true && (!in_battle_twitch_finished))
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{
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    var main_heart = obj_heart_battle_fighting_parent
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    if (in_battle_twitch_timer < 100)
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        in_battle_twitch_timer++
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    else
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        in_battle_twitch_finished = true
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    var modifier = in_battle_twitch_timer / 100
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    var probability = modifier * 80
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    if (random(100) < probability)
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    {
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        var twitch_sound = audio_play_sound(snd_soul_charge, 1, 0)
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        audio_sound_pitch(twitch_sound, (1 + modifier))
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        var twitch_heart = instance_create_depth((main_heart.x + (random_range(-3, 3))), (main_heart.y + (random_range(-3, 3))), -800, obj_heart_battle_menu_effect_axis_geno_twitch)
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        with (twitch_heart)
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        {
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            var twitch_range = turns_passed / turns_passed_max * 40
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            image_angle = random_range((-twitch_range), twitch_range)
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        }
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    }
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    return;
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}
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if (instance_exists(obj_heart_battle_menu) && obj_heart_battle_menu.image_alpha > 0)
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    main_heart = obj_heart_battle_menu
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else if (instance_exists(obj_heart_battle_menu_act) && obj_heart_battle_menu_act.image_alpha > 0)
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    main_heart = obj_heart_battle_menu_act
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else if (instance_exists(obj_heart_battle_menu_fight) && obj_heart_battle_menu_fight.image_alpha > 0)
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    main_heart = obj_heart_battle_menu_fight
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else if (instance_exists(obj_heart_battle_menu_item) && obj_heart_battle_menu_item.image_alpha > 0)
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    main_heart = obj_heart_battle_menu_item
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else if (instance_exists(obj_heart_battle_menu_mercy) && obj_heart_battle_menu_mercy.image_alpha > 0)
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    main_heart = obj_heart_battle_menu_mercy
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else if (instance_exists(obj_heart_battle_menu_flee) && obj_heart_battle_menu_flee.image_alpha > 0)
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    main_heart = obj_heart_battle_menu_flee
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else
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    return;
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probability = turns_passed / turns_passed_max * 70
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if (random(100) < probability)
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{
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    twitch_heart = instance_create_depth(main_heart.x, main_heart.y, -800, obj_heart_battle_menu_effect_axis_geno_twitch)
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    with (twitch_heart)
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    {
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        twitch_range = turns_passed / turns_passed_max * 40
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        image_angle = random_range((-twitch_range), twitch_range)
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    }
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}