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gml_Object_obj_attack_moray_balls_controller_Create_0

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1
var battle_box = obj_dialogue_box_battle_transformation_any
2
attack_timer = room_speed * 6
3
var ball_spawn_timer = room_speed * 3
4
var sword_spawn_timer = room_speed * 1
5
sword_dist = 100
6
sword_spawn_x = irandom_range((battle_box.bbox_left + 4 + sword_dist / 2), (battle_box.bbox_right - 4 - sword_dist / 2))
7
instance_create_depth((sword_spawn_x - sword_dist * 0.5), (battle_box.bbox_top - 4), -999999, obj_attack_moray_balls_sword)
8
alarm[1] = ball_spawn_timer
alarm[1]

var battle_box = obj_dialogue_box_battle_transformation_any instance_create((battle_box.bbox_left - 7), (battle_box.bbox_top - 7), obj_attack_moray_balls_ball) instance_create((battle_box.bbox_right + 7), (battle_box.bbox_top - 7), obj_attack_moray_balls_ball) alarm[0] = attack_timer
9
alarm[2] = sword_spawn_timer
alarm[2]

var battle_box = obj_dialogue_box_battle_transformation_any instance_create_depth((sword_spawn_x + sword_dist * 0.5), (battle_box.bbox_top - 4), -999999, obj_attack_moray_balls_sword)
10
scr_enable_battle_box_surface
scr_enable_battle_box_surface

function scr_enable_battle_box_surface() //gml_Script_scr_enable_battle_box_surface { if (!instance_exists(obj_surface_drawer)) instance_create_depth(0, 0, -999, obj_surface_drawer) }
()