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gml_Object_obj_battle_enemy_attack_axis_geno_9_Step_0

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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 ball = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse)
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        ball.image_index = 0
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        break
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    case 70:
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        ball = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse)
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        ball.image_index = ball.image_number * 0.25
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        break
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    case 110:
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        ball = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse)
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        ball.image_index = ball.image_number * 0.5
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        break
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    case 150:
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        ball = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse)
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        ball.image_index = ball.image_number * 0.75
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        break
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    case 220:
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        instance_destroy()
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        break
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}
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attack_tick += 1