Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_battle_enemy_attack_penilla_drawing_Create_0

related scripts: Alarm_0 • Create_0 • Step_0 • Step_2

(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; }
("penilla a", "penilla b", "penilla c");
2
if (bbox_left < obj_dialogue_box_battle_transformation_any.bbox_left || bbox_right > obj_dialogue_box_battle_transformation_any.bbox_right || bbox_top < obj_dialogue_box_battle_transformation_any.bbox_top || bbox_bottom > obj_dialogue_box_battle_transformation_any.bbox_bottom)
3
{
4
    instance_destroy();
5
    exit;
6
}
7
image_alpha = 1;
8
alarm[0]
 = 90;
gml_Object_obj_battle_enemy_attack_penilla_drawing_Alarm_0.gml

can_fade = true;
9
can_fade = false;