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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_obstacle_spawner_Alarm_0

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if live_call()
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    return global.live_result;
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var battle_box = obj_dialogue_box_battle_transformation_any
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var side = choose(1, 2, 3)
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var xx = battle_box.bbox_left + 16
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var xx2 = battle_box.bbox_right - 16
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var xx3 = battle_box.x
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var yy = battle_box.bbox_top - 16
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var obstacle1 = obj_ceroba_attack_fireball_obstacle
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var obstacle2 = obj_ceroba_attack_fireball_obstacle
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var obstacle3 = obj_ceroba_attack_fireball_obstacle
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var obstacle_speed = 5
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if (global.hotland_flag[2] == 3)
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    obstacle_speed = 6
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switch side
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{
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    case 1:
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        obstacle1 = obj_ceroba_attack_bell_obstacle
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        break
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    case 2:
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        obstacle2 = obj_ceroba_attack_bell_obstacle
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        break
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    case 3:
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        obstacle3 = obj_ceroba_attack_bell_obstacle
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        break
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}
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instance_create_depth(xx, yy, -50, obstacle1)
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instance_create_depth(xx2, yy, -50, obstacle2)
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instance_create_depth(xx3, yy, -50, obstacle3)
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with (obstacle1)
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{
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    direction = 270
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    speed = obstacle_speed
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}
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with (obstacle2)
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{
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    direction = 270
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    speed = obstacle_speed
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}
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with (obstacle3)
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{
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    direction = 270
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    speed = obstacle_speed
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}
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alarm[0] = obstacle_offset
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 if (global.hotland_flag[2] == 3) obstacle_speed = 6 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