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gml_Object_obj_battle_enemy_attack_ceroba_opener_spray_spawner_Step_0

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1
if (attack_spray_state == 1)
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{
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    x += lengthdir_x(5, point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y))
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    y += lengthdir_y(5, point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y))
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    image_blend = c_white
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    if (attack_flower_timer < attack_flower_timer_max)
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        attack_flower_timer++
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    else
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    {
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        image_blend = c_red
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        audio_play_sound(snd_bullet_warning, 1, 0)
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        attack_flower_timer = 0
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        attack_flower_beep_count -= 1
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        if (attack_flower_beep_count <= 0)
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            attack_spray_state += 1
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    }
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    return;
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}
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if (attack_spray_state == 2)
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{
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    instance_destroy()
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    with (instance_create(x, y, obj_battle_enemy_attack_ceroba_opener_explosion))
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        ring_object = 2725
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    return;
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}
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if (image_alpha < 1)
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    image_alpha += 0.1
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else if (!alarm[0])
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    alarm[0] = 10
alarm[0]

if (attack_spray_state > 0) return; audio_play_sound(snd_enemy_bullet_shot, 1, 0) for (var a = 0; a < array_length_1d(bullet_number); a++) { for (var i = 0; i < bullet_number[a]; i++) { var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2 bullet.speed = bullet_speed[a] bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread } } alarm[0] = 16 image_xscale = 1.5 image_yscale = 1.5
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if (image_xscale > 1)
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    image_xscale -= 0.05
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if (image_yscale > 1)
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    image_yscale -= 0.05
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switch current_position
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{
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    case 3:
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        var xx = 320
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        var yy = 60
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        break
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    case 2:
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        xx = 440
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        yy = 110
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        break
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    case 1:
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        xx = 200
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        yy = 110
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        break
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}
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x = lerp(x, xx, 0.5)
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y = lerp(y, yy, 0.5)
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if (round(x) != xx || (round(y) != yy && alarm[0] > 0))
alarm[0]

if (attack_spray_state > 0) return; audio_play_sound(snd_enemy_bullet_shot, 1, 0) for (var a = 0; a < array_length_1d(bullet_number); a++) { for (var i = 0; i < bullet_number[a]; i++) { var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2 bullet.speed = bullet_speed[a] bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread } } alarm[0] = 16 image_xscale = 1.5 image_yscale = 1.5
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    alarm[0] = -1
alarm[0]

if (attack_spray_state > 0) return; audio_play_sound(snd_enemy_bullet_shot, 1, 0) for (var a = 0; a < array_length_1d(bullet_number); a++) { for (var i = 0; i < bullet_number[a]; i++) { var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2 bullet.speed = bullet_speed[a] bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread } } alarm[0] = 16 image_xscale = 1.5 image_yscale = 1.5
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else if (!alarm[0])
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    alarm[0] = 1
alarm[0]

if (attack_spray_state > 0) return; audio_play_sound(snd_enemy_bullet_shot, 1, 0) for (var a = 0; a < array_length_1d(bullet_number); a++) { for (var i = 0; i < bullet_number[a]; i++) { var bullet = instance_create(x, y, obj_battle_enemy_attack_ceroba_flower_spray_bullet) var bullet_arc = (bullet_number[a] - 1) * bullet_spread / 2 bullet.speed = bullet_speed[a] bullet.direction = (point_direction(x, y, 320, 320)) - bullet_arc + i * bullet_spread } } alarm[0] = 16 image_xscale = 1.5 image_yscale = 1.5