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gml_Object_obj_battle_enemy_attack_axis_lobbing_bombs_2_Alarm_0

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if live_call()
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    return global.live_result;
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bomb_side = choose(1, 2, 3, 4)
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var bomb_offset = 90
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switch bomb_side
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{
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    case 1:
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        var bomb = instance_create_depth((battle_box.x - 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2)
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        bomb.gravity_direction = 180
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        bomb.direction = 0
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        break
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    case 2:
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        bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y - 100), -100, obj_battle_enemy_attack_axis_bomb_2)
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        bomb.gravity_direction = 90
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        bomb.direction = 270
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        break
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    case 3:
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        bomb = instance_create_depth((battle_box.x + 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2)
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        bomb.gravity_direction = 0
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        bomb.direction = 180
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        break
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    case 4:
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        bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y + 100), -100, obj_battle_enemy_attack_axis_bomb_2)
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        bomb.gravity_direction = 270
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        bomb.direction = 90
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        break
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}
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bomb.image_angle = bomb.direction - 90
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alarm[0] = attack_interval
alarm[0]

if live_call() return global.live_result; bomb_side = choose(1, 2, 3, 4) var bomb_offset = 90 switch bomb_side { case 1: var bomb = instance_create_depth((battle_box.x - 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 180 bomb.direction = 0 break case 2: bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y - 100), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 90 bomb.direction = 270 break case 3: bomb = instance_create_depth((battle_box.x + 100), choose((battle_box.y - bomb_offset), (battle_box.y + bomb_offset)), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 0 bomb.direction = 180 break case 4: bomb = instance_create_depth(choose((battle_box.x - bomb_offset), (battle_box.x + bomb_offset)), (battle_box.y + 100), -100, obj_battle_enemy_attack_axis_bomb_2) bomb.gravity_direction = 270 bomb.direction = 90 break } bomb.image_angle = bomb.direction - 90 alarm[0] = attack_interval