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gml_Object_obj_heart_battle_effect_glow_Step_2

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1
if (!instance_exists(obj_heart_battle_fighting_parent) || global.current_pp_self <= 0)
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{
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    instance_destroy();
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    exit;
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}
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if (obj_heart_battle_fighting_parent.vulnerable == true)
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{
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    image_alpha += image_alpha_increase;
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    if (image_alpha >= 1)
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    {
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        image_alpha = 1;
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        image_alpha_increase = -image_alpha_increase;
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    }
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    if (image_alpha <= 0)
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    {
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        image_alpha = 0;
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        image_alpha_increase = -image_alpha_increase;
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    }
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}
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else
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{
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    image_alpha = 0;
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    image_alpha_increase = abs(image_alpha_increase);
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}
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x = obj_heart_battle_fighting_parent.x;
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y = obj_heart_battle_fighting_parent.y;
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image_angle = obj_heart_battle_fighting_parent.image_angle;
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switch (obj_heart_battle_fighting_parent.sprite_index)
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{
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    case spr_heart_yellow_left:
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        if (instance_exists(obj_heart_battle_fighting_axis))
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            image_angle = -90 + obj_heart_battle_fighting_axis.image_angle;
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        else
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            image_angle += 90;
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        break;
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    case spr_heart_yellow_right:
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        image_angle -= 90;
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        break;
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    case spr_heart_yellow_up:
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    case spr_heart_yellow_charge:
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    case spr_heart_yellow_ready:
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    case spr_heart_yellow_hold:
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    case spr_heart_yellow_shoot:
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        image_angle -= 180;
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        break;
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}