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gml_Object_obj_heart_battle_menu_fight_Create_0

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1
image_speed = 0
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image_index = 0
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if instance_exists(obj_text_battle_move_selected_enemy_fight_parent)
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{
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    for (counter = 0; counter < 2; counter += 1)
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    {
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        if (global.fight_number == 1 && (!instance_exists(obj_text_battle_move_selected_enemy_fight)))
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            global.fight_number = 2
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        if (global.fight_number == 2 && (!instance_exists(obj_text_battle_move_selected_enemy_fight_2)))
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            global.fight_number = 1
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        if (global.fight_number == 1 && (!instance_exists(obj_text_battle_move_selected_enemy_fight)))
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            global.fight_number = 3
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        if (global.fight_number == 3 && (!instance_exists(obj_text_battle_move_selected_enemy_fight_3)))
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            global.fight_number = 1
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    }
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}
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x = obj_dialogue_box_battle.x + 44
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if (global.fight_number == 1)
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    y = obj_dialogue_box_battle.y + 36
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else if (global.fight_number == 2)
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    y = obj_dialogue_box_battle.y + 68
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else if (global.fight_number == 3)
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    y = obj_dialogue_box_battle.y + 100
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var player_character = global.player_character
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switch player_character
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{
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    case "CLOVER":
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        sprite_index = spr_heart_yellow_down
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        break
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    default:
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        var soul_mode = global.soul_mode
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        if (soul_mode == "Red")
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        {
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            sprite_index = spr_heart_red
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            break
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        }
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        else if (soul_mode == "Blue")
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        {
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            sprite_index = spr_heart_blue_down
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            break
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        }
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        else if (soul_mode == "Green")
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        {
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            sprite_index = spr_heart_green
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            break
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        }
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        else if (soul_mode == "Purple")
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        {
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            sprite_index = spr_heart_purple
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            break
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        }
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        else if (soul_mode == "Yellow")
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        {
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            sprite_index = spr_heart_yellow_up_original
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            break
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        }
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        else if (soul_mode == "Yellow Rhythm")
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            sprite_index = spr_heart_yellow_down
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}