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gml_Object_obj_wild_revolver_circle_pre_Step_0

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1
if live_call()
2
    return global.live_result;
3
var fight_number = global.fight_number
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if (fight_number == 1)
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{
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    var enemy_sparing = global.enemy_sparing
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    var enemy_vulnerable = global.enemy_vulnerable
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    var current_hp_enemy = global.current_hp_enemy
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    var attacking_damage_stat_critical = global.attacking_damage_stat_critical
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    var enemy_target_x = global.enemy_target_x
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    var enemy_target_y = global.enemy_target_y
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}
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else if (fight_number == 2)
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{
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    enemy_sparing = global.enemy_sparing_2
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    enemy_vulnerable = global.enemy_vulnerable_2
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    current_hp_enemy = global.current_hp_enemy_2
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    attacking_damage_stat_critical = global.attacking_damage_stat_critical_2
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    enemy_target_x = global.enemy_target_x_2
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    enemy_target_y = global.enemy_target_y_2
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}
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else if (fight_number == 3)
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{
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    enemy_sparing = global.enemy_sparing_3
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    enemy_vulnerable = global.enemy_vulnerable_3
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    current_hp_enemy = global.current_hp_enemy_3
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    attacking_damage_stat_critical = global.attacking_damage_stat_critical_3
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    enemy_target_x = global.enemy_target_x_3
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    enemy_target_y = global.enemy_target_y_3
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}
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script_execute(gml_Script_scr_controls_battle_reticle)
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if (outline <= 0 && no_loop == false)
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{
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    outline = 0
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    shrink = false
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    image_alpha = 0
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    alarm[0] = 1
alarm[0]

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed instance_destroy()
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    no_loop = true
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}
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if key_select
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{
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    if ((outline < small_circle && ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical))) || outline <= (small_circle * 0.5))
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    {
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        shot_type = "strong"
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        hit_object = obj_shot_strong_fake
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        shot_add = 3
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        var shot_sound = audio_play_sound(snd_attackhitperfect, 1, 0)
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    }
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    else if (outline < small_circle && outline > (small_circle * 0.5))
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    {
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        shot_type = "medium"
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        hit_object = 2915
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        shot_add = 2
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        shot_sound = audio_play_sound(snd_attackhit, 1, 0)
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    }
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    else
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    {
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        outline = 0
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        shrink = false
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        image_alpha = 0
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        alarm[0] = 1
alarm[0]

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed instance_destroy()
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        no_loop = true
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        return;
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    }
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    audio_sound_pitch(shot_sound, (1 + obj_wild_revolver_battle_outline.target_current * 0.08))
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    audio_sound_gain(shot_sound, 10, 0)
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    var dj_a = obj_wild_revolver_battle_outline.target_current
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    var dj_b = dj_a - 1
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    var dj_c = dj_order[dj_b]
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    instance_create((enemy_target_x + disjoint_x[dj_c]), (enemy_target_y + disjoint_y[dj_c]), hit_object)
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    shrink = false
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    button_pressed = true
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    alarm[0] = 5
alarm[0]

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed instance_destroy()
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}
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if (outline > 0 && shrink == true)
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    outline -= shrink_speed
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if (button_pressed == true && shrink == false)
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{
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    color_alt_total += color_alt_speed
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    if (color_alt_total >= color_alt_max)
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    {
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        color_alt_total = 0
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        color_number += 1
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        if (color_number > 1)
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            color_number = 0
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    }
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    cursor_color = color[color_number]
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    color_number_2 = color_number + 1
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    if (color_number_2 > 1)
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        color_number_2 = 0
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    outline_color = color[color_number_2]
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}