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gml_Object_obj_heart_death_screen_flowey_Alarm_1

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