Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_battle_enemy_attack_martlet_feather_fall_feather_Create_0

(view raw script w/o annotations or w/e)
1
damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("martlet", "void", "void");
2
state = 0;
3
fall_speed = irandom_range(3, 5);
4
x_point = x;
5
y_point = y;
6
angle_pos = 270;
7
angle_pos_default = angle_pos;
8
angle_pos_max = 15 * fall_speed;
9
angle_radius = 10;
10
starting_position_x = x;
11
starting_position_y = y;
12
animation_disjoint_x = 0;
13
animation_disjoint_y = 0;
14
can_move = false;
15
explosion_angle = 0;
16
var random_number;
17
if (!instance_exists(obj_martlet_body))
18
{
19
    random_number = irandom_range(1, 3);
20
    explosion_angle = irandom_range(0, 359);
21
}
22
else
23
{
24
    random_number = irandom_range(1, 5);
25
}
26
switch (random_number)
27
{
28
    case 1:
29
        sprite_index = spr_battle_enemy_attack_martlet_feather_1;
30
        break;
31
    case 2:
32
        sprite_index = spr_battle_enemy_attack_martlet_feather_2;
33
        break;
34
    case 3:
35
        sprite_index = spr_battle_enemy_attack_martlet_feather_3;
36
        break;
37
    case 4:
38
        sprite_index = spr_battle_enemy_attack_martlet_feather_4;
39
        break;
40
    case 5:
41
        sprite_index = spr_battle_enemy_attack_martlet_feather_5;
42
        break;
43
    default:
44
        sprite_index = spr_battle_enemy_attack_martlet_feather_1;
45
}
46
image_speed = 0;
47
image_index = 0;
48
image_alpha = 0;
49
random_number = irandom_range(0, 1);
50
if (random_number == 0)
51
    random_number = -1;
52
sign_modifier = random_number;
53
time_elapsed = 0;
54
time_max = 30 + (15 * (fall_speed - 1));
55
time_increase = 1;
56
max_rise = 10 * fall_speed * irandom_range(1, 2);
57
time_elapsed_increase_fall = round(time_max / 3);
58
spin_speed = 25;
59
no_loop_spin = false;
60
attack_speed = 28;
61
in_box = false;
62
x_list = ds_list_create();
63
y_list = ds_list_create();
64
angle_list = ds_list_create();
65
max_points_trail = 10;
66
trail_sprite = sprite_index;
67
trail_cc_max = 3;
68
trail_cc_start = trail_cc_max - 1;
69
trail_cc_current = trail_cc_start;