Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_final_boss_circle_Step_0

(view raw script w/o annotations or w/e)
1
var fight_number = global.fight_number;
2
var enemy_sparing, enemy_vulnerable, current_hp_enemy, attacking_damage_stat_critical, enemy_target_x, enemy_target_y;
3
if (fight_number == 1)
4
{
5
    enemy_sparing = global.enemy_sparing;
6
    enemy_vulnerable = global.enemy_vulnerable;
7
    current_hp_enemy = global.current_hp_enemy;
8
    attacking_damage_stat_critical = global.attacking_damage_stat_critical;
9
    enemy_target_x = global.enemy_target_x;
10
    enemy_target_y = global.enemy_target_y;
11
}
12
else if (fight_number == 2)
13
{
14
    enemy_sparing = global.enemy_sparing_2;
15
    enemy_vulnerable = global.enemy_vulnerable_2;
16
    current_hp_enemy = global.current_hp_enemy_2;
17
    attacking_damage_stat_critical = global.attacking_damage_stat_critical_2;
18
    enemy_target_x = global.enemy_target_x_2;
19
    enemy_target_y = global.enemy_target_y_2;
20
}
21
else if (fight_number == 3)
22
{
23
    enemy_sparing = global.enemy_sparing_3;
24
    enemy_vulnerable = global.enemy_vulnerable_3;
25
    current_hp_enemy = global.current_hp_enemy_3;
26
    attacking_damage_stat_critical = global.attacking_damage_stat_critical_3;
27
    enemy_target_x = global.enemy_target_x_3;
28
    enemy_target_y = global.enemy_target_y_3;
29
}
30
script_execute(scr_controls_battle_reticle);
31
if (outline <= 10 && no_loop == false)
32
{
33
    key_select = true;
34
    no_loop = true;
35
}
36
if (draw_alpha < 1)
37
    draw_alpha += 0.05;
38
else
39
    draw_alpha = 1;
40
if (instance_exists(obj_toy_gun_battle_circle))
41
    obj_toy_gun_battle_circle.image_alpha = draw_alpha;
42
if (key_select)
43
{
44
    if ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical) || outline <= (small_circle * 0.25))
45
    {
46
        shot_type = "strong";
47
        hit_object = 2913;
48
    }
49
    else if (outline <= (small_circle * 0.6) && outline > (small_circle * 0.25))
50
    {
51
        shot_type = "medium";
52
        hit_object = 2912;
53
    }
54
    else if (outline < small_circle && outline > (small_circle * 0.6))
55
    {
56
        shot_type = "weak";
57
        hit_object = 2911;
58
    }
59
    instance_create(enemy_target_x, enemy_target_y, hit_object);
60
    shrink = false;
61
    button_pressed = true;
62
}
63
if (outline > 0 && shrink == true)
64
    outline -= shrink_speed;
65
if (button_pressed == true && shrink == false)
66
{
67
    color_alt_total += color_alt_speed;
68
    if (color_alt_total >= color_alt_max)
69
    {
70
        color_alt_total = 0;
71
        color_number += 1;
72
        if (color_number > 1)
73
            color_number = 0;
74
    }
75
    cursor_color = color[color_number];
76
    color_number_2 = color_number + 1;
77
    if (color_number_2 > 1)
78
        color_number_2 = 0;
79
    outline_color = color[color_number_2];
80
}