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gml_Object_obj_attack_mooch_coin_rain_controller_Alarm_0

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var battle_box = obj_dialogue_box_battle_transformation_any
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var spawn_number = choose(1, 2, 3)
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var spawn_point_x = 0
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var spawn_point_y = battle_box.bbox_top - 50
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if (spawn_number == exc_number)
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{
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    while (spawn_number == exc_number)
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        spawn_number = choose(1, 2, 3)
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    exc_number = 0
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}
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if (last_number == spawn_number)
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{
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    same_number_amount += 1
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    if (same_number_amount >= 2)
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    {
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        exc_number = spawn_number
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        same_number_amount = 0
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    }
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}
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else
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    same_number_amount = 0
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switch spawn_number
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{
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    case 1:
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        spawn_point_x = battle_box.bbox_left + 12
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        break
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    case 2:
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        spawn_point_x = battle_box.x
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        break
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    case 3:
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        spawn_point_x = battle_box.bbox_right - 12
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        break
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}
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last_number = spawn_number
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instance_create(spawn_point_x, spawn_point_y, obj_attack_mooch_coin_rain)
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alarm[0] = attack_coin_spawn_timer
alarm[0]

var battle_box = obj_dialogue_box_battle_transformation_any var spawn_number = choose(1, 2, 3) var spawn_point_x = 0 var spawn_point_y = battle_box.bbox_top - 50 if (spawn_number == exc_number) { while (spawn_number == exc_number) spawn_number = choose(1, 2, 3) exc_number = 0 } if (last_number == spawn_number) { same_number_amount += 1 if (same_number_amount >= 2) { exc_number = spawn_number same_number_amount = 0 } } else same_number_amount = 0 switch spawn_number { case 1: spawn_point_x = battle_box.bbox_left + 12 break case 2: spawn_point_x = battle_box.x break case 3: spawn_point_x = battle_box.bbox_right - 12 break } last_number = spawn_number instance_create(spawn_point_x, spawn_point_y, obj_attack_mooch_coin_rain) alarm[0] = attack_coin_spawn_timer