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gml_Object_obj_target_bar_battle_Other_10

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1
var fight_number = global.fight_number
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var battle_enemy_name = global.battle_enemy_name
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if (fight_number == 1)
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    var enemy_vulnerable_hold = global.enemy_vulnerable
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else if (fight_number == 2)
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    enemy_vulnerable_hold = global.enemy_vulnerable_2
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else if (fight_number == 3)
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    enemy_vulnerable_hold = global.enemy_vulnerable_3
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var player_weapon_attack_original = global.player_weapon_attack
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var player_attack_original = global.player_attack
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switch global.player_weapon_modifier
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{
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    case "Silver Ammo":
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        if (shot_type == "weak")
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        {
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            global.player_attack *= 0.5
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            global.player_weapon_attack *= 0.5
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        }
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        else if (shot_type == "strong")
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        {
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            global.player_attack *= 1.25
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            global.player_weapon_attack *= 1.25
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        }
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        break
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}
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if (global.battling_boss == true)
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{
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    if (battle_enemy_name == "dalv")
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    {
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        if (global.action_2_important == true)
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            global.enemy_sparing = true
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        scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(argument0) //gml_Script_scr_damage_determination_boss { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
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    }
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    else if (battle_enemy_name == "axis genocide" && (global.geno_complete[4] || (global.geno_complete[3] && global.attack_cycle < global.attack_cycle_max)))
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    {
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        global.attacking_damage_stat = 0
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        instance_create(319, 120, obj_text_damage_count)
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        audio_play_sound(snd_axis_trash_can_hit, 20, false, 1, 0, random_range(0.8, 1.2))
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        damage_type = "normal"
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        var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code)
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        attack_code.alarm[1] = 20
43
    }
44
    else if (battle_enemy_name == "axis" && instance_exists(obj_battle_enemy_axis_generator))
45
    {
46
        global.attacking_damage_stat = 0
47
        instance_create(319, 120, obj_text_damage_count)
48
        audio_play_sound(snd_ring, 20, false, 1, 0, random_range(0.8, 1.2))
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        damage_type = "normal"
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        attack_code = instance_create(0, 0, obj_battle_boss_attacking_code)
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        attack_code.alarm[1] = 20
52
    }
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    else if (battle_enemy_name == "micro froggit")
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    {
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        if (shot_type != "strong")
56
        {
57
            global.attacking_damage_stat = 0
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            instance_create(319, 120, obj_text_damage_count)
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            audio_play_sound(snd_fail, 20, false, 1, 0, random_range(0.8, 1.2))
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            damage_type = "normal"
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            attack_code = instance_create(0, 0, obj_battle_boss_attacking_code)
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            attack_code.alarm[1] = 20
63
        }
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        else
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            scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(argument0) //gml_Script_scr_damage_determination_boss { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
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    }
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    else if (battle_enemy_name == "macro froggit")
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    {
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        global.attacking_damage_stat = 0
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        instance_create(319, 120, obj_text_damage_count)
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        audio_play_sound(snd_bloop, 20, false, 1, 0, random_range(0.8, 1.2))
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        damage_type = "normal"
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        attack_code = instance_create(0, 0, obj_battle_boss_attacking_code)
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        attack_code.alarm[1] = 20
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    }
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    else if (battle_enemy_name == "ceroba")
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    {
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        global.attacking_damage_stat = 0
79
        instance_create(319, 120, obj_text_damage_count)
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        with (obj_ceroba_phase_2_shield)
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        {
82
            audio_play_sound(snd_ceroba_shield_impact, 1, 0)
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            audio_play_sound(snd_monster_damage_miss, 1, 0)
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            hit_show_timer = 30
85
            bullet_hit_draw_timer = 5
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        }
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        damage_type = "normal"
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        attack_code = instance_create(0, 0, obj_battle_boss_attacking_code)
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        attack_code.alarm[1] = 20
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    }
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    else
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        scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(argument0) //gml_Script_scr_damage_determination_boss { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
93
}
94
else if (global.fight_number == 1)
95
    scr_damage_determination_enemy
scr_damage_determination_enemy

function scr_damage_determination_enemy(argument0) //gml_Script_scr_damage_determination_enemy { if live_call() return global.live_result; switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) ...
(dd_type)
96
else if (global.fight_number == 2)
97
    scr_damage_determination_enemy_2
scr_damage_determination_enemy_2

function scr_damage_determination_enemy_2(argument0) //gml_Script_scr_damage_determination_enemy_2 { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2 global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
98
else if (global.fight_number == 3)
99
    scr_damage_determination_enemy_3
scr_damage_determination_enemy_3

function scr_damage_determination_enemy_3(argument0) //gml_Script_scr_damage_determination_enemy_3 { switch argument0 { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) r = random_range(0, 2) switch shot_type { case "strong": b = 2.5 break case "medium": b = 2 break default: b = 1.5 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) break case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) r = random_range(0, 2) b = 1.5 var b_diff = 1 / circle_count for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff switch st_temp { case 3: b += b_diff break case 2: b += (0.8 * b_diff) break default: b += (0.6 * b_diff) } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * (clamp(b, 1.5, 3))) break case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 3.5) r = random_range(0, 2) b = 0 var b_inc = 0.5833333333333334 switch shot_type { case "strong": b += b_inc break case "medium": b += (b_inc * 0.5) break default: b = 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc * 0.5) break default: b += 0 } global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) break case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) r = random_range(0, 2) b = 0 b_inc = 0.5833333333333334 for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp { case 3: b += b_inc break case 2: b += (b_inc / 2) break default: b += 0 } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc switch st_temp ...
(dd_type)
100
global.player_attack = player_attack_original
101
global.player_weapon_attack = player_weapon_attack_original
102
if (fight_number == 1)
103
    global.enemy_vulnerable = enemy_vulnerable_hold
104
else if (fight_number == 2)
105
    global.enemy_vulnerable_2 = enemy_vulnerable_hold
106
else if (fight_number == 3)
107
    global.enemy_vulnerable_3 = enemy_vulnerable_hold