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gml_GlobalScript_scr_determine_attack_bonus

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function scr_determine_attack_bonus
scr_determine_attack_bonus

function scr_determine_attack_bonus() { var player_weapon = global.player_weapon; var player_weapon_modifier = global.player_weapon_modifier; switch (player_weapon) { case "Toy Gun": case "Wild Revolver": switch (player_weapon_modifier) { case "Cff Bean Ammo": if (instance_exists(obj_text_damage_count) && shot_type == "strong") { instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any); with (obj_text_fighting_bonus_any) { text = "SP+1"; script_execute(scr_color_sp_bonus); c_color = c_sp_bonus; } if (global.current_sp_self == 0) global.current_sp_self = 1; if (global.current_sp_self > global.max_sp_self) global.current_sp_self = global.max_sp_self; } break; case "Glass Ammo": if (instance_exists(obj_text_damage_count) && shot_type == "strong") { instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any); with (obj_text_fighting_bonus_any) { text = "HP+2"; script_execute(scr_color_hp_bonus); c_color = c_hp_bonus; } if (global.current_hp_self > global.max_hp_self) exit; global.current_hp_self += 2; if (global.current_hp_self > global.max_hp_self) global.current_hp_self = global.max_hp_self; } break; default: } break; default: } }
()
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{
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    var player_weapon = global.player_weapon;
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    var player_weapon_modifier = global.player_weapon_modifier;
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    switch (player_weapon)
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    {
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        case "Toy Gun":
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        case "Wild Revolver":
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            switch (player_weapon_modifier)
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            {
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                case "Cff Bean Ammo":
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                    if (instance_exists(obj_text_damage_count) && shot_type == "strong")
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                    {
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                        instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
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                        with (obj_text_fighting_bonus_any)
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                        {
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                            text = "SP+1";
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                            script_execute(scr_color_sp_bonus);
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                            c_color = c_sp_bonus;
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                        }
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                        if (global.current_sp_self == 0)
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                            global.current_sp_self = 1;
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                        if (global.current_sp_self > global.max_sp_self)
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                            global.current_sp_self = global.max_sp_self;
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                    }
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                    break;
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                case "Glass Ammo":
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                    if (instance_exists(obj_text_damage_count) && shot_type == "strong")
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                    {
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                        instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
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                        with (obj_text_fighting_bonus_any)
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                        {
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                            text = "HP+2";
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                            script_execute(scr_color_hp_bonus);
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                            c_color = c_hp_bonus;
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                        }
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                        if (global.current_hp_self > global.max_hp_self)
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                            exit;
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                        global.current_hp_self += 2;
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                        if (global.current_hp_self > global.max_hp_self)
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                            global.current_hp_self = global.max_hp_self;
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                    }
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                    break;
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                default:
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            }
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            break;
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        default:
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    }
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}