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gml_Object_obj_battle_enemy_attack_ceroba_flower_circle_full_spawner_Step_0

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if live_call()
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    return global.live_result;
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for (var i = 0; i < bullet_number_max; i++)
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{
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    if (timer == floor(i * (360 / bullet_number_max / bullet_speed)))
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    {
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        var bullet = instance_create_depth(obj_heart_battle_fighting_parent.x, (obj_heart_battle_fighting_parent.y - 80), -100, obj_battle_enemy_attack_ceroba_flower_circle_flower)
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        bullet.bullet_speed = bullet_speed
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        bullet.attack_dir = attack_dir
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        bullet.bullet_spawner = id
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        bullet_number_current += 1
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    }
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}
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if (bullet_number_current >= bullet_number_max)
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{
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    if (!alarm[0])
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        alarm[0] = 5
alarm[0]

if live_call() return global.live_result; with (obj_battle_enemy_attack_ceroba_flower_circle_flower) { if (state == 0 && bullet_spawner == other.id) state = 1 }
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}
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timer += 1