Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_battle_enemy_attack_axis_geno_3_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
var battle_box = obj_dialogue_box_battle_transformation_any
4
var ball_offset = 30
5
switch attack_tick
6
{
7
    case 20:
8
    case 70:
9
    case 120:
10
        var laser = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno)
11
        laser.vspeed = 2
12
        var laser2 = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno)
13
        laser2.image_angle = 90
14
        laser2.hspeed = -2
15
        break
16
    case 170:
17
    case 220:
18
    case 270:
19
        laser = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_orange_laser_geno)
20
        laser.vspeed = 2
21
        laser2 = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno)
22
        laser2.image_angle = 90
23
        laser2.hspeed = -2
24
        break
25
    case 30:
26
        var dif = (battle_box.bbox_bottom - 20 - (battle_box.bbox_top + 20)) / 2
27
        for (var i = battle_box.bbox_top + 20; i <= (battle_box.bbox_bottom - 20); i += dif)
28
        {
29
            var ball = instance_create_depth((battle_box.bbox_left - 20), i, -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno)
30
            ball.direction = 0
31
            ball.alarm[0] = 30
32
            ball.move_speed = 3
33
        }
34
        break
35
    case 140:
36
        dif = (battle_box.bbox_right - 20 - (battle_box.bbox_left + 20)) / 2
37
        for (i = battle_box.bbox_left + 20; i <= (battle_box.bbox_right - 20); i += dif)
38
        {
39
            ball = instance_create_depth(i, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno)
40
            ball.direction = 270
41
            ball.alarm[0] = 30
42
            ball.move_speed = 3
43
        }
44
        break
45
    case 310:
46
        instance_destroy()
47
        break
48
}
49
50
attack_tick += 1