Undertale Yellow script viewer

← back to main script listing

gml_GlobalScript_scr_determine_attacking_damage_stat_critical

(view raw script w/o annotations or w/e)
1
function scr_determine_attacking_damage_stat_critical
scr_determine_attacking_damage_stat_critical

function scr_determine_attacking_damage_stat_critical() { var player_weapon = global.player_weapon; var player_weapon_modifier = global.player_weapon_modifier; var enemy_count = global.enemy_count; switch (player_weapon) { case "Toy Gun": switch (player_weapon_modifier) { case "Pebble Ammo": case "Cff Bean Ammo": case "Glass Ammo": case "Super Ammo": case "Silver Ammo": var hit_count = 1; break; case "Ice Pellets": var hit_count = 2; break; case "Flint": case "Friendliness Pellets": case "Nails": var hit_count = 3; break; default: var hit_count = 1; } 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); if (enemy_count >= 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); if (enemy_count >= 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); break; case "Wild Revolver": switch (player_weapon_modifier) { case "Pebble Ammo": case "Cff Bean Ammo": case "Glass Ammo": case "Super Ammo": case "Silver Ammo": var hit_count = 1; break; case "Ice Pellets": var hit_count = 2; break; case "Flint": case "Friendliness Pellets": case "Nails": var hit_count = 3; break; default: var hit_count = 1; } 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); if (enemy_count >= 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); if (enemy_count >= 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); break; default: 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); if (enemy_count >= 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); if (enemy_count >= 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); } }
()
2
{
3
    var player_weapon = global.player_weapon;
4
    var player_weapon_modifier = global.player_weapon_modifier;
5
    var enemy_count = global.enemy_count;
6
    switch (player_weapon)
7
    {
8
        case "Toy Gun":
9
            switch (player_weapon_modifier)
10
            {
11
                case "Pebble Ammo":
12
                case "Cff Bean Ammo":
13
                case "Glass Ammo":
14
                case "Super Ammo":
15
                case "Silver Ammo":
16
                    var hit_count = 1;
17
                    break;
18
                case "Ice Pellets":
19
                    var hit_count = 2;
20
                    break;
21
                case "Flint":
22
                case "Friendliness Pellets":
23
                case "Nails":
24
                    var hit_count = 3;
25
                    break;
26
                default:
27
                    var hit_count = 1;
28
            }
29
            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);
30
            if (enemy_count >= 2)
31
                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);
32
            if (enemy_count >= 3)
33
                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);
34
            break;
35
        case "Wild Revolver":
36
            switch (player_weapon_modifier)
37
            {
38
                case "Pebble Ammo":
39
                case "Cff Bean Ammo":
40
                case "Glass Ammo":
41
                case "Super Ammo":
42
                case "Silver Ammo":
43
                    var hit_count = 1;
44
                    break;
45
                case "Ice Pellets":
46
                    var hit_count = 2;
47
                    break;
48
                case "Flint":
49
                case "Friendliness Pellets":
50
                case "Nails":
51
                    var hit_count = 3;
52
                    break;
53
                default:
54
                    var hit_count = 1;
55
            }
56
            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);
57
            if (enemy_count >= 2)
58
                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);
59
            if (enemy_count >= 3)
60
                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);
61
            break;
62
        default:
63
            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);
64
            if (enemy_count >= 2)
65
                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);
66
            if (enemy_count >= 3)
67
                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);
68
    }
69
}