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gml_Object_obj_flowey_1_attack_petal_pull_creator_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
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{
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    case 0:
6
        if (obj_battle_flowey_body_1.image_alpha > 0)
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            obj_battle_flowey_body_1.image_alpha -= 0.2;
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        if (alpha_base < 1)
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            alpha_base += 0.2;
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        else
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            scene++;
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        break;
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    case 1:
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        cutscene_wait(0.5);
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        break;
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    case 2:
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        if (!alarm[1])
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            alarm[1] = 1;
gml_Object_obj_flowey_1_attack_petal_pull_creator_Alarm_1.gml

if (live_call()) return global.live_result;
19
        if (hand_alpha < 1)
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            hand_alpha += 0.2;
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        else
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            scene++;
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        break;
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    case 3:
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        pick_index += 0.5;
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        left_index = pick_index;
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        if (face_index < 9)
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            face_index += 0.5;
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        if (pick_index >= 12)
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        {
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            var spawner = instance_create_depth(x, y, depth, obj_petal_pull_pollen_spawner);
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            spawner.spawn_x = x - 33;
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            spawner.spawn_y = y - 28;
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            spawner.spawn_direction = 180;
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            scene++;
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        }
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        break;
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    case 4:
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        cutscene_wait(0.5);
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        break;
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    case 5:
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        hand_alpha -= 0.2;
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        left_alpha = hand_alpha;
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        if (face_index < 14)
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            face_index += 0.5;
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        if (hand_alpha <= 0 && face_index >= 14)
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            scene++;
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        break;
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    case 6:
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        cutscene_wait(0.5);
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        break;
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    case 7:
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        pick_index = 15;
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        if (hand_alpha < 1)
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            hand_alpha += 0.2;
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        else
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            scene++;
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        break;
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    case 8:
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        if (face_index < 22)
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            face_index += 0.5;
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        else
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            face_index = 22;
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        if (pick_index >= 26)
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        {
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            var spawner = instance_create_depth(x, y, depth, obj_petal_pull_pollen_spawner);
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            spawner.spawn_x = x + 28;
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            spawner.spawn_y = y - 28;
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            spawner.spawn_direction = 0;
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            spawner.side = -1;
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            scene++;
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            pick_index = 26;
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        }
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        else
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        {
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            pick_index += 0.5;
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        }
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        right_index = clamp(pick_index - 12, 0, 12);
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        break;
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    case 9:
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        cutscene_wait(0.5);
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        break;
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    case 10:
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        hand_alpha -= 0.2;
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        right_alpha = hand_alpha;
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        if (hand_alpha <= 0 && face_index >= 14)
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            scene++;
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        break;
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    case 11:
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        cutscene_wait(2);
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        break;
92
    case 12:
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        if (obj_battle_flowey_body_1.image_alpha < 1)
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            obj_battle_flowey_body_1.image_alpha += 0.2;
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        else
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            instance_destroy();
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        break;
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}
99
if (face_index >= 20)
100
{
101
    if (shake_intensity < max_shake)
102
        shake_intensity += 0.05;
103
}