Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_rorrim_hand_right_a_Step_0

(view raw script w/o annotations or w/e)
1
var enemy_dead = global.enemy_dead
2
var enemy_spared = global.enemy_spared
3
if (enemy_dead == false && enemy_spared == false)
4
    image_alpha = global.image_alpha_enemy_attacking
5
if (enemy_dead == true)
6
{
7
    instance_destroy()
8
    return;
9
}
10
else if (enemy_spared == true)
11
{
12
    instance_destroy()
13
    return;
14
}
15
if (damage_disjoint_count > 0)
16
    damage_disjoint_count -= 1
17
else if (enemy_dead == false && enemy_spared == false)
18
{
19
    if (global.enemy_low_hp == true && global.current_hp_enemy < global.max_hp_enemy)
20
        sprite_index = spr_rorrim_hand_right
21
    else
22
        sprite_index = spr_rorrim_hand_right
23
}
24
if (instance_exists(obj_text_damage_count) && global.fight_number == 1 && no_loop_damage_disjoint_count == false)
25
{
26
    time_elapsed = 0
27
    damage_disjoint_count = 12
28
    no_loop_damage_disjoint_count = true
29
}
30
else if (!instance_exists(obj_text_damage_count))
31
    no_loop_damage_disjoint_count = false
32
if (damage_disjoint_count == 12)
33
    damage_disjoint_x = -50
34
else if (damage_disjoint_count == 10)
35
    damage_disjoint_x = 50
36
else if (damage_disjoint_count == 8)
37
    damage_disjoint_x = -20
38
else if (damage_disjoint_count == 6)
39
    damage_disjoint_x = 20
40
else if (damage_disjoint_count == 4)
41
    damage_disjoint_x = -10
42
else if (damage_disjoint_count == 2)
43
    damage_disjoint_x = 10
44
else if (damage_disjoint_count == 0)
45
    damage_disjoint_x = 0
46
if (damage_disjoint_count > 0 || global.current_hp_enemy <= 0)
47
    image_alpha = 0
48
x = draw_position_x + damage_disjoint_x
49
y = draw_position_y + damage_disjoint_y
50
if ((!((instance_exists(obj_text_damage_count) && global.fight_number == 1))) && enemy_dead == false && enemy_spared == false)
51
{
52
    game_maker_cannot_do_math = power((time_elapsed / (time_max / 2 * (1 / sqrt(max_rise))) - sqrt(max_rise)), 2)
53
    animation_disjoint_y = sign_modifier * (max_rise - round(game_maker_cannot_do_math))
54
    time_elapsed += time_increase
55
    if (time_elapsed >= time_max)
56
        time_elapsed = 0
57
    y = obj_rorrim_body_a.y + animation_disjoint_y
58
}