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gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0

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if live_call()
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    return global.live_result;
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var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
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var bul_spawn = ds_list_find_value(bullet_list, list_pos)
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ds_list_delete(bullet_list, list_pos)
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switch bul_spawn
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{
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    case "left":
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        var bullet = instance_create_depth((battle_box.bbox_left + 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1)
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        bullet.target_x = battle_box.bbox_right
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        bullet.target_y = battle_box.bbox_top - 70
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        bullet.turn_rate = 0.065
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        break
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    case "middle":
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        bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1)
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        bullet.target_x = 320
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        bullet.target_y = battle_box.bbox_bottom
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        break
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    case "right":
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        bullet = instance_create_depth((battle_box.bbox_right - 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1)
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        bullet.target_x = battle_box.bbox_left
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        bullet.target_y = battle_box.bbox_top - 70
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        bullet.turn_rate = 0.065
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        break
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}
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if (ds_list_size(bullet_list) > 0)
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    alarm[0] = bullet_offset
alarm[0]

if live_call() return global.live_result; var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1)) var bul_spawn = ds_list_find_value(bullet_list, list_pos) ds_list_delete(bullet_list, list_pos) switch bul_spawn { case "left": var bullet = instance_create_depth((battle_box.bbox_left + 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = battle_box.bbox_right bullet.target_y = battle_box.bbox_top - 70 bullet.turn_rate = 0.065 break case "middle": bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = 320 bullet.target_y = battle_box.bbox_bottom break case "right": bullet = instance_create_depth((battle_box.bbox_right - 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = battle_box.bbox_left bullet.target_y = battle_box.bbox_top - 70 bullet.turn_rate = 0.065 break } if (ds_list_size(bullet_list) > 0) alarm[0] = bullet_offset else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right") alarm[0] = bullet_offset * 10 wave_number -= 1 } else alarm[1] = 160
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else if (wave_number > 0)
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{
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    ds_list_add(bullet_list, "left", "middle", "right")
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    alarm[0] = bullet_offset * 10
alarm[0]

if live_call() return global.live_result; var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1)) var bul_spawn = ds_list_find_value(bullet_list, list_pos) ds_list_delete(bullet_list, list_pos) switch bul_spawn { case "left": var bullet = instance_create_depth((battle_box.bbox_left + 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = battle_box.bbox_right bullet.target_y = battle_box.bbox_top - 70 bullet.turn_rate = 0.065 break case "middle": bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = 320 bullet.target_y = battle_box.bbox_bottom break case "right": bullet = instance_create_depth((battle_box.bbox_right - 20), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1) bullet.target_x = battle_box.bbox_left bullet.target_y = battle_box.bbox_top - 70 bullet.turn_rate = 0.065 break } if (ds_list_size(bullet_list) > 0) alarm[0] = bullet_offset else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right") alarm[0] = bullet_offset * 10 wave_number -= 1 } else alarm[1] = 160
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    wave_number -= 1
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}
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else
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    alarm[1] = 160
alarm[1]

if live_call() return global.live_result; instance_destroy()