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gml_Object_obj_battle_enemy_attack_axis_geno_6_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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var bomb = noone
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switch attack_tick
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{
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    case 30:
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        bomb = instance_create_depth(battle_box.x, (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        break
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    case 70:
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        var laser = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno)
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        laser.vspeed = -3
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        break
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    case 100:
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        laser = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno)
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        laser.hspeed = 3
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        laser.image_angle = 90
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        break
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    case 110:
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        laser = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_blue_laser_geno)
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        laser.vspeed = -3
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        break
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    case 140:
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        bomb = instance_create_depth((battle_box.bbox_right + 20), (battle_box.y - 30), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        break
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    case 160:
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        laser = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno)
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        laser.hspeed = 3
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        laser.image_angle = 90
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        break
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    case 190:
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        bomb = instance_create_depth((battle_box.bbox_left - 20), (battle_box.y + 30), -100, obj_battle_enemy_attack_axis_bomb_geno)
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        break
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    case 280:
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        instance_destroy()
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        break
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}
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if (bomb != noone)
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{
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    if (bomb.x < battle_box.bbox_left)
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        bomb.gravity_direction = 0
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    if (bomb.x > battle_box.bbox_right)
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        bomb.gravity_direction = 180
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    if (bomb.y > battle_box.bbox_bottom)
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        bomb.gravity_direction = 90
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    if (bomb.y < battle_box.bbox_top)
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        bomb.gravity_direction = 270
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}
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attack_tick += 1