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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_circling_lanterns_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(battle_box.x, (battle_box.y - bullet_distance), -1100, obj_ceroba_phase_2_p1_circling_lantern)
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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.attack_distance = bullet_distance
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        bullet_number_current += 1
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    }
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}
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timer += 1
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if instance_exists(obj_ceroba_phase_2_shield)
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{
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    var shield_perc = obj_ceroba_phase_2_shield.fill_percentage
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    if (shield_perc >= 1)
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    {
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        instance_destroy()
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        return;
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    }
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}