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gml_Object_obj_battle_enemy_attack_axis_geno_4_Step_0

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1
if live_call()
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    return global.live_result;
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var battle_box = obj_dialogue_box_battle_transformation_any
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var ball_offset = 30
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switch attack_tick
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{
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    case 30:
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        var bomb = instance_create_depth((battle_box.x - 40), (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        break
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    case 60:
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        bomb = instance_create_depth((battle_box.x + 40), (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        break
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    case 90:
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        bomb = instance_create_depth((battle_box.bbox_left - 30), battle_box.y, -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 0
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        break
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    case 105:
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        bomb = instance_create_depth((battle_box.bbox_right + 30), (battle_box.y - 40), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 180
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        break
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    case 120:
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        bomb = instance_create_depth((battle_box.bbox_left - 30), (battle_box.y + 40), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 0
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        break
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    case 150:
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        bomb = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 90
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        break
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    case 180:
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        bomb = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 90
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        break
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    case 210:
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        bomb = instance_create_depth((battle_box.bbox_left - 30), (battle_box.y - 40), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        bomb.gravity_direction = 0
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        break
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    case 270:
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        instance_destroy()
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        break
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}
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attack_tick += 1