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gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Create_0

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if live_call()
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    return global.live_result;
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bullet_list = ds_list_create()
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ds_list_add(bullet_list, "left", "right")
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alarm[0] = 40
alarm[0]

if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any 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.x + 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) with (bullet) { target_x = battle_box.bbox_left - 50 target_y = 200 turn_rate = 0.07 } break case "right": bullet = instance_create_depth((battle_box.x - 25), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1) bullet.image_xscale = -1 with (bullet) { target_x = battle_box.bbox_right + 50 target_y = 200 turn_rate = 0.07 } 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 * 7 wave_number -= 1 } else alarm[1] = 180
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bullet_offset = 25
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wave_number = 0
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var battle_box = obj_dialogue_box_battle_transformation_any
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instance_create_depth((battle_box.bbox_left + 26), (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_pillar)
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instance_create_depth((battle_box.bbox_right - 26), (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_pillar)