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gml_Object_obj_heart_death_screen_flowey_Alarm_0

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1
audio_play_sound(snd_hurt, 1, 0)
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shake_count -= 1
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shake_intensity = 4 - shake_count
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if (shake_count <= 0)
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{
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    audio_play_sound(snd_undertale_flash, 1, 0)
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    sprite_index = spr_heart_released
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    alarm[1] = 60
alarm[1]

no_loop = true script_execute(gml_Script_scr_battle_load) script_execute(gml_Script_scr_determine_death_count_yellow) instance_destroy() switch global.battle_enemy_name { case "flowey": room_goto(rm_battle_flowey Flowey - Phase 1 Battle Room) break case "flowey2": room_goto(rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room) break default: room_goto(rm_battle Battle room) break } var glitch = instance_create(x, y, obj_flowey_battle_screen_glitch_fight) glitch.persistent = true glitch.alarm[0] = 9 audio_play_sound(snd_flowey_glitch_yellow, 1, 0) obj_pl.state = gml_Script_scr_frozen_state
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}
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else
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    alarm[0] = 30 + shake_count * 0.5
alarm[0]

audio_play_sound(snd_hurt, 1, 0) shake_count -= 1 shake_intensity = 4 - shake_count if (shake_count <= 0) { audio_play_sound(snd_undertale_flash, 1, 0) sprite_index = spr_heart_released alarm[1] = 60 } else alarm[0] = 30 + shake_count * 0.5