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gml_Object_obj_battle_enemy_attack_axis_turret_bullet_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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if place_meeting(x, y, obj_battle_enemy_attack_axis_shield)
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{
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    if instance_exists(obj_battlebox_controller_axis)
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        obj_battlebox_controller_axis.axis_trash_meter = clamp((obj_battlebox_controller_axis.axis_trash_meter + 3), 0, 100)
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    obj_battle_enemy_attack_axis_shield.shield_hit = true
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    var shield = obj_battle_enemy_attack_axis_shield
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    instance_create_depth((shield.x + (lengthdir_x(6, shield.direction))), (shield.y + (lengthdir_y(6, shield.direction))), depth, obj_battle_enemy_attack_axis_energy_ball_boss_destroy_effect)
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    instance_destroy()
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}
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var hurt_player = false
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if (obj_heart_battle_fighting_axis.movement_mode == 1)
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{
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    if (bbox_bottom >= battle_box.bbox_bottom)
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        hurt_player = true
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}
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else if collision_rectangle((battle_box.x - 5), (battle_box.y - 5), (battle_box.x + 5), (battle_box.y + 5), id, false, false)
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    hurt_player = true
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if hurt_player
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{
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    instance_destroy(self, false)
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    instance_create_depth(320, 320, -100, obj_battle_enemy_attack_axis_energy_ball_explosion)
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}