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gml_Object_obj_background_boss_battle_axis_yellow_Create_0

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part_axis_bg_sys = part_system_create()
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part_axis_bg_em = part_emitter_create(part_axis_bg_sys)
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part_system_depth(part_axis_bg_sys, 9999)
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part_axis_bg = part_type_create()
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part_type_sprite(part_axis_bg, 238, 0, 0, 1)
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part_type_size(part_axis_bg, 2, 2, 0, 0)
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part_type_colour3(part_axis_bg, 65280, 65535, 4235519)
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part_type_alpha3(part_axis_bg, 0, 0.8, 0)
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part_type_speed(part_axis_bg, 5, 5, 0, 0)
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part_type_direction(part_axis_bg, 270, 270, 0, 0)
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part_type_life(part_axis_bg, 90, 90)
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part_type_blend(part_axis_bg, 1)
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part_axis_bg_dark = part_type_create()
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part_axis_bg_dark_speed = 4
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part_type_sprite(part_axis_bg_dark, 238, 0, 0, 1)
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part_type_size(part_axis_bg_dark, 3, 3, 0, 0)
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var bg_color = make_color_rgb(19, 63, 26)
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var bg_color_2 = make_color_rgb(43, 145, 60)
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part_type_colour_mix(part_axis_bg_dark, bg_color, bg_color_2)
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part_type_alpha1(part_axis_bg_dark, 0.22)
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part_type_speed(part_axis_bg_dark, part_axis_bg_dark_speed, part_axis_bg_dark_speed, 0, 0)
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part_type_direction(part_axis_bg_dark, 90, 90, 0, 0)
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part_type_life(part_axis_bg_dark, 2100, 2100)
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part_type_blend(part_axis_bg_dark, 1)
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part_emitter_region(part_axis_bg_sys, part_axis_bg_em, 0, room_width, room_height, room_height, 3, 0)
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part_x_last = 0
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alarm[0] = irandom_range(25, 45)
alarm[0]

instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner) alarm[0] = irandom_range(25, 45)
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alarm[2] = irandom_range(25, 45)
alarm[2]

if (irandom(1) == 0) instance_create(irandom_range(0, room_width), irandom_range(0, 30), obj_bacgkround_boss_battle_axis_number_spawner) alarm[2] = irandom_range(25, 45)
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for (var a = room_height; a >= 0; a -= 36)
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{
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    for (var i = room_width + 15; i >= 0; i -= 36)
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    {
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        if (choose(1, 2, 3) != 1)
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            part_particles_create(part_axis_bg_sys, i, a, part_axis_bg_dark, 1)
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    }
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}
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alarm[1] = 36 / part_axis_bg_dark_speed
alarm[1]

for (var i = room_width + 15; i >= 0; i -= 30) { if (choose(1, 2, 3) != 1) part_particles_create(part_axis_bg_sys, i, room_height, part_axis_bg_dark, 1) } alarm[1] = 36 / part_axis_bg_dark_speed
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depth = 9998
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overlay_alpha = 0
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fade_out = false