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gml_Object_obj_battle_enemy_attack_axis_turrets_2_Step_0

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1
if live_call()
2
    return global.live_result;
3
if ((!instance_exists(obj_battle_enemy_attack_axis_turret_2)) && (!instance_exists(obj_battle_enemy_attack_axis_turret_twinkle_2)) && (!alarm[0]))
4
    alarm[0] = 1
alarm[0]

if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var side = choose(1, 2, 3, 4) var xx = battle_box.x var yy = battle_box.y switch side { case 1: xx = battle_box.bbox_left - 20 yy = battle_box.bbox_top - 20 break case 2: xx = battle_box.bbox_right + 20 yy = battle_box.bbox_top - 20 break case 3: xx = battle_box.bbox_right + 20 yy = battle_box.bbox_bottom + 20 break case 4: xx = battle_box.bbox_left - 20 yy = battle_box.bbox_bottom + 20 break } var twinkle = instance_create_depth(xx, yy, -100, obj_battle_enemy_attack_axis_turret_twinkle_2) twinkle.side = side turret_count-- if (turret_count <= 0) instance_destroy()