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gml_Object_obj_battle_enemy_attack_axis_geno_8_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 variant = choose(1, 2)
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        if (variant == 1)
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        {
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            attack_turret[0] = instance_create_depth((battle_box.x - 15), (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[1] = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[2] = instance_create_depth((battle_box.x + 15), (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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        }
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        else
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        {
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            attack_turret[0] = instance_create_depth((battle_box.x - 15), (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[1] = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[2] = instance_create_depth((battle_box.x + 15), (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_turret_geno)
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        }
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        variant = choose(1, 2)
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        if (variant == 1)
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        {
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            attack_turret[3] = instance_create_depth((battle_box.bbox_left - 20), (battle_box.y - 15), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[4] = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[5] = instance_create_depth((battle_box.bbox_left - 20), (battle_box.y + 15), -100, obj_battle_enemy_attack_axis_turret_geno)
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        }
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        else
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        {
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            attack_turret[3] = instance_create_depth((battle_box.bbox_right + 20), (battle_box.y - 15), -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[4] = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno)
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            attack_turret[5] = instance_create_depth((battle_box.bbox_right + 20), (battle_box.y + 15), -100, obj_battle_enemy_attack_axis_turret_geno)
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        }
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        for (var i = 0; i < array_length(attack_turret); i++)
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        {
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            with (attack_turret[i])
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            {
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                if (x < battle_box.bbox_left)
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                    direction = 0
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                if (x > battle_box.bbox_right)
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                    direction = 180
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                if (y > battle_box.bbox_bottom)
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                    direction = 90
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                if (y < battle_box.bbox_top)
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                    direction = 270
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            }
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        }
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        break
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    case 50:
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    case 57:
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        with (obj_battle_enemy_attack_axis_turret_geno)
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        {
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            if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id)
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               alarm[1]
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        }
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        excluded_number = irandom_range(0, 2)
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        excluded_number_2 = irandom_range(3, 5)
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        break
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    case 64:
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        with (obj_battle_enemy_attack_axis_turret_geno)
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        {
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            if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id)
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               alarm[1]
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        }
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        break
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    case 90:
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        with (obj_battle_enemy_attack_axis_turret_geno)
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        {
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            if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id)
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                scene = 2
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            else
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                scene = 4
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        }
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        break
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    case 110:
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        attack_count -= 1
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        if (attack_count > 0)
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            attack_tick = 29
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        break
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    case 140:
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        instance_destroy()
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        break
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}
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attack_tick += 1