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gml_Object_obj_battle_enemy_attack_axis_turret_Step_0

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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        image_alpha += 0.2
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        image_angle = direction - 180 + 180 * image_alpha
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        if (image_alpha >= 1)
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            scene++
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        break
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    case 1:
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        cutscene_wait(0.15)
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        break
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    case 2:
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        image_speed = 1
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        audio_play_sound(snd_arc_shoot, 1, 0)
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        var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet)
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        bullet.direction = direction
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        bullet.image_angle = bullet.direction
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        bullet.speed = 8
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        speed = -3
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        shot_number--
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        scene++
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        break
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    case 3:
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        if cutscene_wait(0.15)
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        {
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            if (shot_number > 0)
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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 4:
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        image_alpha -= 0.1
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        if (image_alpha <= 0)
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            instance_destroy()
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        break
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}
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speed = lerp(speed, 0, 0.2)