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gml_Object_obj_battle_enemy_attack_ceroba_flower_barrage_checker_Alarm_0

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counter_current += 1
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if (global.battle_phase == 1)
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{
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    for (var bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2))
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    {
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    }
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    var bullet_offset_temp = irandom_range(0, 360)
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    for (var i = 0; i < bullet_number; i++)
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    {
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        var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet)
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        bullet.attack_dir = bullet_offset_temp + (i + 1) * (360 / bullet_number)
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        if (bullet.attack_dir > 360)
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            bullet.attack_dir -= 360
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        bullet.bullet_speed_max = bullet_speed_temp
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    }
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}
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if (global.battle_phase == 2)
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{
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    for (bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2))
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    {
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    }
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    bullet_offset_temp = irandom_range(0, 360)
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    for (i = 0; i < bullet_number; i++)
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    {
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        bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped)
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        bullet.attack_dir = bullet_offset_temp + (i + 1) * (360 / bullet_number)
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        if (bullet.attack_dir > 360)
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            bullet.attack_dir -= 360
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        bullet.bullet_speed_max = bullet_speed_temp
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    }
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}
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alarm[0] = spawn_delay
alarm[0]

counter_current += 1 if (global.battle_phase == 1) { for (var bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2)) { } var bullet_offset_temp = irandom_range(0, 360) for (var i = 0; i < bullet_number; i++) { var bullet = instance_create(0, 0, obj_battle_enemy_attack_ceroba_flower_barrage_bullet) bullet.attack_dir = bullet_offset_temp + (i + 1) * (360 / bullet_number) if (bullet.attack_dir > 360) bullet.attack_dir -= 360 bullet.bullet_speed_max = bullet_speed_temp } } if (global.battle_phase == 2) { for (bullet_speed_temp = 0; bullet_speed_temp == 0; bullet_speed_temp = irandom_range(-2, 2)) { } bullet_offset_temp = irandom_range(0, 360) for (i = 0; i < bullet_number; i++) { bullet = instance_create(320, 320, obj_battle_enemy_attack_ceroba_flower_barrage_bullet_flipped) bullet.attack_dir = bullet_offset_temp + (i + 1) * (360 / bullet_number) if (bullet.attack_dir > 360) bullet.attack_dir -= 360 bullet.bullet_speed_max = bullet_speed_temp } } alarm[0] = spawn_delay spawn_delay -= 1
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spawn_delay -= 1