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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_spawner_mask_Create_0

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1
if live_call()
2
    return global.live_result;
3
battle_box = 3154
4
spawn_corner_last = 0
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spawn_direction_last = 0
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alarm[0] = 15
alarm[0]

if live_call() return global.live_result; var xx = 0 var yy = 0 var spawn_corner = irandom_range(1, 4) var spawn_direction = 0 switch spawn_corner { case 1: xx = battle_box.bbox_left - 18 yy = battle_box.bbox_top - 18 var spawn_direction_1 = 0 var spawn_direction_2 = 270 break case 2: xx = battle_box.bbox_right + 18 yy = battle_box.bbox_top - 18 spawn_direction_1 = 180 spawn_direction_2 = 270 break case 3: xx = battle_box.bbox_left - 18 yy = battle_box.bbox_bottom + 18 spawn_direction_1 = 0 spawn_direction_2 = 90 break case 4: xx = battle_box.bbox_right + 18 yy = battle_box.bbox_bottom + 18 spawn_direction_1 = 180 spawn_direction_2 = 90 break } do { spawn_direction = choose(spawn_direction_1, spawn_direction_2) } until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) { if (spawn_direction == spawn_direction_1) spawn_direction = spawn_direction_2 else spawn_direction = spawn_direction_1 } spawn_corner_last = spawn_corner spawn_direction_last = spawn_direction mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask) with (mask) direction = spawn_direction alarm[0] = 45
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alarm[1] = 210
alarm[1]

instance_destroy()