Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_masterswordremix_body_a_Step_0

(view raw script w/o annotations or w/e)
1
if (transformed == false)
2
{
3
    var enemy_count = global.enemy_count
4
    var enemy_dead = global.enemy_dead
5
    var enemy_spared = global.enemy_spared
6
    if (enemy_dead == false && enemy_spared == false)
7
        image_alpha = global.image_alpha_enemy_attacking
8
    if (enemy_dead == true)
9
    {
10
        x = starting_point_x
11
        y = starting_point_y - max_rise
12
        image_angle = 0
13
        instance_create(starting_point_x, (starting_point_y - max_rise), obj_crispy_scroll_dead)
14
        instance_destroy()
15
        return;
16
    }
17
    else if (enemy_spared == true)
18
    {
19
        sprite_index = spr_crispy_scroll_spared
20
        x = starting_point_x
21
        y = starting_point_y - max_rise
22
        image_angle = 0
23
        image_alpha = 0.5
24
        if (no_loop_create_clouds == false)
25
        {
26
            for (i = 0; i <= 11; i += 1)
27
                instance_create(x, y, obj_spare_cloud)
28
        }
29
        no_loop_create_clouds = true
30
    }
31
    if (damage_disjoint_count > 0)
32
        damage_disjoint_count -= 1
33
    else if (enemy_dead == false && enemy_spared == false)
34
    {
35
        if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy)
36
            sprite_index = spr_crispy_scroll_head_critical
37
        else
38
            sprite_index = spr_masterswordremix_body
39
    }
40
    if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false)
41
    {
42
        image_angle = 0
43
        time_elapsed = 10
44
        sign_modifier = -1
45
        time_elapsed_angle = 0
46
        sign_modifier_angle = 1
47
        damage_disjoint_count = 12
48
        no_loop_damage_disjoint_count = true
49
    }
50
    else if (!instance_exists(obj_text_damage_count))
51
        no_loop_damage_disjoint_count = false
52
    if (damage_disjoint_count == 12)
53
        damage_disjoint_x = -50
54
    else if (damage_disjoint_count == 10)
55
        damage_disjoint_x = 50
56
    else if (damage_disjoint_count == 8)
57
        damage_disjoint_x = -20
58
    else if (damage_disjoint_count == 6)
59
        damage_disjoint_x = 20
60
    else if (damage_disjoint_count == 4)
61
        damage_disjoint_x = -10
62
    else if (damage_disjoint_count == 2)
63
        damage_disjoint_x = 10
64
    else if (damage_disjoint_count == 0)
65
        damage_disjoint_x = 0
66
    if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0)
67
        sprite_index = spr_crispy_scroll_dead
68
    x = draw_position_x + damage_disjoint_x
69
    y = draw_position_y + damage_disjoint_y
70
    image_angle = 0
71
    if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false)
72
    {
73
        if (instance_exists(obj_quote_battle_crispy_scroll_a) && (global.last_action_selected == "Action 1 Message 0" || global.last_action_selected == "Action 2 Message 1"))
74
        {
75
            if (enemy_count == 3)
76
            {
77
                if ((global.enemy_dead_2 + global.enemy_spared_2 + global.enemy_dead_3 + global.enemy_spared_3) >= 2)
78
                {
79
                    time_increase = 2
80
                    time_increase_angle = time_increase
81
                }
82
                else
83
                {
84
                    time_increase = 1
85
                    time_increase_angle = time_increase
86
                }
87
            }
88
            else if (enemy_count == 2)
89
            {
90
                if ((global.enemy_dead_2 + global.enemy_spared_2) >= 1)
91
                {
92
                    time_increase = 2
93
                    time_increase_angle = time_increase
94
                }
95
                else
96
                {
97
                    time_increase = 1
98
                    time_increase_angle = time_increase
99
                }
100
            }
101
            else
102
            {
103
                time_increase = 2
104
                time_increase_angle = time_increase
105
            }
106
        }
107
        else
108
        {
109
            time_increase = 1
110
            time_increase_angle = time_increase
111
        }
112
        sign_modifier_advance_back = sign_modifier
113
        time_elapsed_advance_back = time_elapsed + time_elapsed_advance_increase_back
114
        if (time_elapsed_advance_back >= time_max)
115
        {
116
            time_elapsed_advance_back -= time_max
117
            sign_modifier_advance_back = (-sign_modifier_advance_back)
118
        }
119
        game_maker_cannot_do_math = power((time_elapsed_advance_back / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2)
120
        animation_disjoint_advance = sign_modifier_advance_back * (max_rise - round(game_maker_cannot_do_math))
121
        advance_y_back = draw_position_y + animation_disjoint_advance
122
        sign_modifier_advance_hand = sign_modifier
123
        time_elapsed_advance_hand = time_elapsed + time_elapsed_advance_increase_hand
124
        if (time_elapsed_advance_hand >= time_max)
125
        {
126
            time_elapsed_advance_hand -= time_max
127
            sign_modifier_advance_hand = (-sign_modifier_advance_hand)
128
        }
129
        game_maker_cannot_do_math = power((time_elapsed_advance_hand / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2)
130
        animation_disjoint_advance = sign_modifier_advance_hand * (max_rise - round(game_maker_cannot_do_math))
131
        advance_y_hand = draw_position_y + animation_disjoint_advance
132
        game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2)
133
        animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math))
134
        time_elapsed += time_increase
135
        if (time_elapsed >= time_max)
136
        {
137
            time_elapsed = 0
138
            sign_modifier = (-sign_modifier)
139
        }
140
        y = draw_position_y + animation_disjoint_y
141
        if (sprite_index == spr_masterswordremix_body)
142
        {
143
            game_maker_cannot_do_math = power((time_elapsed_angle / (time_max_angle / 2 * (1 / sqrt(max_rise_angle))) - sqrt(max_rise_angle)), 2)
144
            animation_disjoint_angle = sign_modifier_angle * (max_rise_angle - round(game_maker_cannot_do_math))
145
            time_elapsed_angle += time_increase_angle
146
            if (time_elapsed_angle >= time_max_angle)
147
            {
148
                time_elapsed_angle = 0
149
                sign_modifier_angle = (-sign_modifier_angle)
150
            }
151
            image_angle = animation_disjoint_angle
152
        }
153
        else
154
            image_angle = 0
155
    }
156
    else
157
        y = starting_point_y - max_rise
158
}