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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_obstacle_spawner_Create_0

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1
if live_call()
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    return global.live_result;
3
battle_box = 3154
4
obstacle_offset = 30
5
alarm[0] = 15
alarm[0]

if live_call() return global.live_result; var battle_box = obj_dialogue_box_battle_transformation_any var side = choose(1, 2, 3) var xx = battle_box.bbox_left + 16 var xx2 = battle_box.bbox_right - 16 var xx3 = battle_box.x var yy = battle_box.bbox_top - 16 var obstacle1 = obj_ceroba_attack_fireball_obstacle var obstacle2 = obj_ceroba_attack_fireball_obstacle var obstacle3 = obj_ceroba_attack_fireball_obstacle var obstacle_speed = 5 switch side { case 1: obstacle1 = obj_ceroba_attack_bell_obstacle break case 2: obstacle2 = obj_ceroba_attack_bell_obstacle break case 3: obstacle3 = obj_ceroba_attack_bell_obstacle break } instance_create_depth(xx, yy, -50, obstacle1) instance_create_depth(xx2, yy, -50, obstacle2) instance_create_depth(xx3, yy, -50, obstacle3) with (obstacle1) { direction = 270 speed = obstacle_speed } with (obstacle2) { direction = 270 speed = obstacle_speed } with (obstacle3) { direction = 270 speed = obstacle_speed } alarm[0] = obstacle_offset
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alarm[1] = 210
alarm[1]

instance_destroy()
7
scr_enable_battle_box_surface
scr_enable_battle_box_surface

function scr_enable_battle_box_surface() //gml_Script_scr_enable_battle_box_surface { if (!instance_exists(obj_surface_drawer)) instance_create_depth(0, 0, -999, obj_surface_drawer) }
()