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gml_Object_obj_sme_yellow_rhythm_note_geno_Create_0

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if live_call()
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    return global.live_result;
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damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy { var enemy_count = global.enemy_count if (global.battle_enemy_name_1 == argument0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2) return 3; else return 0; }
("el bailador", "el bailador", "el bailador")
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if (global.battle_enemy_name == "flowey")
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    damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy { var enemy_count = global.enemy_count if (global.battle_enemy_name_1 == argument0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2) return 3; else return 0; }
("flowey", "flowey", "flowey")
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var generator = obj_sme_yellow_rhythm_generator
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box = obj_dialogue_box_battle_transformation_any
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image_speed = 0
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if (x == generator.dj_note_center_x)
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    image_index = 1
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else if (x == generator.dj_note_right_x)
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    image_index = 2
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else
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    image_index = 0
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image_alpha_val = 0
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image_alpha = image_alpha_val
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fade_in_speed = 0.2
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note_speed = generator.note_speed
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note_sound = generator.note_sound
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damage_pos_x = generator.damage_pos_x
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damage_pos_y = generator.damage_pos_y
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hit_extend_neg = 20
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end_boundary = box.bbox_top + obj_sme_yellow_rhythm_generator.note_speed_numerator
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in_hint_boundary = false
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hint_marker_scale = 1
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hit_marker_scale_dir = 1
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hint_marker_alpha = 0.4
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note_destroy = false