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gml_Object_obj_attack_ace_cards_shape_Step_0

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switch attack_state
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{
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    case 1:
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        speed = lerp(speed, 0, 0.25)
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        if (abs(speed) <= 0.02)
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        {
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            instance_create_depth(x, y, depth, obj_battle_enemy_attack_ace_shockwave)
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            speed = 0
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            attack_state += 1
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            alarm[1] = 2
alarm[1]

var remnant = instance_create_depth(x, y, (depth + 1), obj_attack_ace_cards_shape_remnant) remnant.sprite_index = sprite_index alarm[1] = 2
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        }
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        break
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    case 2:
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        var heart = obj_heart_battle_fighting_red
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        var target_dir = point_direction(x, y, heart.x, heart.y)
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        if (y < heart.y)
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        {
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            direction_inc = lerp(direction_inc, ((sign(target_dir - direction)) * direction_inc_max), 0.2)
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            direction += direction_inc
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        }
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        speed = max_speed
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        break
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}