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gml_GlobalScript_scr_start_enemy_attacking_axis

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function scr_start_enemy_attacking_axis
scr_start_enemy_attacking_axis

function scr_start_enemy_attacking_axis() //gml_Script_scr_start_enemy_attacking_axis { instance_create(319, 320, obj_dialogue_box_battle_transformation_any) instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_axis) instance_create(0, 0, obj_battle_enemy_attack_axis_shield) with (obj_heart_battle_fighting_parent) moveable = true }
() //gml_Script_scr_start_enemy_attacking_axis
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{
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any)
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    instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + (obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2), round(obj_dialogue_box_battle_transformation_any.bbox_top + (obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2), obj_heart_battle_fighting_axis)
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    instance_create(0, 0, obj_battle_enemy_attack_axis_shield)
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    with (obj_heart_battle_fighting_parent)
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        moveable = true
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}