Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_flowey_1_attack_8_soul_Create_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
var box = 3154;
4
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; }
("flowey", "void", "void");
5
scene = 0;
6
cutscene_timer = 0;
7
soul_switch_treshold = 3;
8
direction = point_direction(x, y, box.x, box.y);
9
speed = 1.5;
10
alarm[0] = 40;
gml_Object_obj_flowey_1_attack_8_soul_Alarm_0.gml

if (live_call()) return global.live_result; if (soul_switch_treshold > 0) { soul_switch_treshold -= 1; } else { instance_create_depth(0, 0, -9999, obj_flowey_battle_screen_glitch); x = obj_heart_battle_fighting_parent.x; y = obj_heart_battle_fighting_parent.y; with (obj_heart_battle_fighting_parent) { x = other.xprevious; y = other.yprevious; vulnerable = false; alarm[0] = 10; } exit; } sprite_index = spr_heart_yellow_down; audio_play_sound(snd_bullet_warning, 1, 0); alarm[0] = 7; alarm[1] = 3;
11
image_speed = 0;