Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_heart_battle_menu_effect_axis_geno_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
var turns_passed = global.attack_cycle;
4
var turns_passed_max = global.attack_cycle_max;
5
var main_heart;
6
if (in_battle_twitch == true && !in_battle_twitch_finished)
7
{
8
    main_heart = 2979;
9
    if (in_battle_twitch_timer < 100)
10
        in_battle_twitch_timer++;
11
    else
12
        in_battle_twitch_finished = true;
13
    var modifier = in_battle_twitch_timer / 100;
14
    probability = modifier * 80;
15
    if (random(100) < probability)
16
    {
17
        var twitch_sound = audio_play_sound(snd_soul_charge, 1, 0);
18
        audio_sound_pitch(twitch_sound, 1 + modifier);
19
        var twitch_heart = instance_create_depth(main_heart.x + random_range(-3, 3), main_heart.y + random_range(-3, 3), -800, obj_heart_battle_menu_effect_axis_geno_twitch);
20
        with (twitch_heart)
21
        {
22
            var twitch_range = (turns_passed / turns_passed_max) * 40;
23
            image_angle = random_range(-twitch_range, twitch_range);
24
        }
25
    }
26
    exit;
27
}
28
if (instance_exists(obj_heart_battle_menu) && obj_heart_battle_menu.image_alpha > 0)
29
    main_heart = 2971;
30
else if (instance_exists(obj_heart_battle_menu_act) && obj_heart_battle_menu_act.image_alpha > 0)
31
    main_heart = 2975;
32
else if (instance_exists(obj_heart_battle_menu_fight) && obj_heart_battle_menu_fight.image_alpha > 0)
33
    main_heart = 2972;
34
else if (instance_exists(obj_heart_battle_menu_item) && obj_heart_battle_menu_item.image_alpha > 0)
35
    main_heart = 2976;
36
else if (instance_exists(obj_heart_battle_menu_mercy) && obj_heart_battle_menu_mercy.image_alpha > 0)
37
    main_heart = 2977;
38
else if (instance_exists(obj_heart_battle_menu_flee) && obj_heart_battle_menu_flee.image_alpha > 0)
39
    main_heart = 2978;
40
else
41
    exit;
42
var probability = (turns_passed / turns_passed_max) * 70;
43
if (random(100) < probability)
44
{
45
    var twitch_heart = instance_create_depth(main_heart.x, main_heart.y, -800, obj_heart_battle_menu_effect_axis_geno_twitch);
46
    with (twitch_heart)
47
    {
48
        var twitch_range = (turns_passed / turns_passed_max) * 40;
49
        image_angle = random_range(-twitch_range, twitch_range);
50
    }
51
}