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gml_Object_obj_battle_enemy_attack_martlet_tornado_feather_Other_10

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1
if (image_alpha < 1)
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{
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    image_alpha += 0.1;
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    if (image_alpha > 1)
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        image_alpha = 1;
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}
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feather_angle += obj_battle_enemy_attack_martlet_tornado_checker.feather_angle_speed;
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if (feather_angle >= 360)
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    feather_angle -= 360;
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x_radius = (obj_dialogue_box_battle_transformation_any.bbox_right - obj_battle_enemy_attack_martlet_tornado_checker.x_center) + 30;
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y_radius = obj_battle_enemy_attack_martlet_tornado_checker.radius_increase;
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x = x_center + (x_radius * cos(degtorad(feather_angle)));
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y = y_center - (y_radius * sin(degtorad(feather_angle)));
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y_skew_multiplier = obj_battle_enemy_attack_martlet_tornado_checker.skew_increase;
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skew_difference = ((x - x_center) / x_radius) * y_skew_multiplier;
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y += round(skew_difference / 2);
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if (feather_angle >= 0 && feather_angle < 180)
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{
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    xscale_sign = -1;
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    draw_color = draw_color_back;
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    depth = obj_dialogue_box_battle_transformation_any.depth + 1;
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}
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else
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{
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    xscale_sign = 1;
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    draw_color = draw_color_front;
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    depth = depth_default;
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}
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var xscale_multiplier = 1 - (abs(x - x_center) / x_radius);
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image_xscale = xscale_sign * xscale_multiplier;
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var y_skew_temp = round(y_skew_multiplier / 2);
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image_angle = -sign(y_skew_temp) * radtodeg(arctan(abs(y_skew_temp) / x_radius));
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for (i = 0; i < 2; i++)
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{
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    with (id_feather[i])
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        event_user(0);
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}