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gml_Object_obj_penilla_head_a_Step_0

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1
var enemy_dead = global.enemy_dead
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var enemy_spared = global.enemy_spared
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if (enemy_dead == false && enemy_spared == false)
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    image_alpha = global.image_alpha_enemy_attacking
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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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    x = starting_point_x
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    y = starting_point_y
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    image_alpha = 0.5
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    if (no_loop_create_clouds == false)
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    {
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        for (i = 0; i <= 11; i += 1)
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            instance_create((x - 20), y, obj_spare_cloud)
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    }
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    no_loop_create_clouds = true
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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_penilla_head_critical
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    else
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        sprite_index = spr_penilla_head
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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
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if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false)
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{
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    if (sprite_index == spr_penilla_head)
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    {
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        game_maker_cannot_do_math = power((time_elapsed_x / (time_max_x / 2 * (1 / sqrt(max_rise_x))) - sqrt(max_rise_x)), 2)
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        animation_disjoint_x = sign_modifier_x * (max_rise_x - round(game_maker_cannot_do_math))
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        time_elapsed_x += time_increase_x
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        if (time_elapsed_x >= time_max_x)
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        {
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            time_elapsed_x = 0
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            sign_modifier_x = (-sign_modifier_x)
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        }
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        x = draw_position_x + animation_disjoint_x
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    }
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    game_maker_cannot_do_math = power((time_elapsed_y / (time_max_y / 2 * (1 / sqrt(max_rise_y))) - sqrt(max_rise_y)), 2)
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    animation_disjoint_y = sign_modifier_y * (max_rise_y - round(game_maker_cannot_do_math))
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    time_elapsed_y += time_increase_y
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    if (time_elapsed_y >= time_max_y)
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    {
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        time_elapsed_y = 0
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        sign_modifier_y = (-sign_modifier_y)
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    }
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    y = draw_position_y + animation_disjoint_y
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    image_angle = max_angle * ((draw_position_x - x) / max_rise_x)
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}
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else
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    image_angle = 0