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gml_Object_obj_insomnitot_face_a_Step_0

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var enemy_dead = global.enemy_dead
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var enemy_spared = global.enemy_spared
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image_alpha = 1
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if (enemy_dead == true)
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{
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    instance_destroy()
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    return;
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}
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else if (enemy_spared == true)
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{
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    instance_destroy()
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    return;
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}
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if (damage_disjoint_count > 0)
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    damage_disjoint_count -= 1
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else if (enemy_dead == false && enemy_spared == false)
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{
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    if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy)
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        sprite_index = spr_insomnitot_face_critical
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    else
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        sprite_index = spr_insomnitot_face
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}
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if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false)
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{
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    time_elapsed_x = 0
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    time_elapsed_y = 0
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    sign_modifier = -1
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    damage_disjoint_count = 12
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    no_loop_damage_disjoint_count = true
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}
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else if (!instance_exists(obj_text_damage_count))
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    no_loop_damage_disjoint_count = false
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if (damage_disjoint_count == 12)
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    damage_disjoint_x = -50
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else if (damage_disjoint_count == 10)
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    damage_disjoint_x = 50
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else if (damage_disjoint_count == 8)
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    damage_disjoint_x = -20
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else if (damage_disjoint_count == 6)
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    damage_disjoint_x = 20
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else if (damage_disjoint_count == 4)
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    damage_disjoint_x = -10
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else if (damage_disjoint_count == 2)
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    damage_disjoint_x = 10
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else if (damage_disjoint_count == 0)
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    damage_disjoint_x = 0
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if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0)
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    image_alpha = 0
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x = draw_position_x + damage_disjoint_x
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y = draw_position_y + damage_disjoint_y