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gml_Object_obj_battle_enemy_attack_axis_turrets_3_Alarm_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 dir = irandom_range(0, 359)
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var dir_inc = (360/7)
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var real_turret = irandom_range(0, 6)
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for (var i = 0; i < 7; i++)
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{
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    var distance = irandom_range(100, 140)
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    if (i != real_turret)
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        instance_create_depth((battle_box.x + (lengthdir_x(distance, (dir + dir_inc * i)))), (battle_box.y + (lengthdir_y(distance, (dir + dir_inc * i)))), -100, obj_battle_enemy_attack_axis_turret_fake)
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    else
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        instance_create_depth((battle_box.x + (lengthdir_x(distance, (dir + dir_inc * i)))), (battle_box.y + (lengthdir_y(distance, (dir + dir_inc * i)))), -100, obj_battle_enemy_attack_axis_turret_real)
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}
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alarm[1] = attack_offset
alarm[1]

if live_call() return global.live_result; with (obj_battle_enemy_attack_axis_turret_fake) destroy_self = true with (obj_battle_enemy_attack_axis_turret_real) can_shoot = true alarm[0] = attack_interval
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turret_wave--
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if (turret_wave <= 0)
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    instance_destroy()