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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Create_0

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1
if live_call()
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    return global.live_result;
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shot_count = 7
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shot_count_max = 7
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current_bell = -4
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last_bell = -4
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bullet_spawn_direction = irandom_range(0, 360)
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bullet_spawn_direction_inc = 20
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alarm[0] = 20
alarm[0]

if live_call() return global.live_result; if (!instance_exists(obj_ceroba_phase_2_shield)) return; var shot_offset = 6 var wave_offset = 15 var bullet_number = 5 var bullet_speed = 6 var spawn_dir = bullet_spawn_direction if (current_bell == noone) { bullet_spawn_direction = irandom_range(0, 360) do { current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1)) } until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1); last_bell = current_bell } if instance_exists(current_bell) { with (current_bell) { for (var i = spawn_dir; i < (360 + spawn_dir); i += (360 / bullet_number)) { var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) fireball.direction = i fireball.speed = bullet_speed } image_xscale = 1.5 image_yscale = 1.5 } } else { alarm[0] = wave_offset current_bell = noone shot_count = shot_count_max return; } if (shot_count > 1) { alarm[0] = shot_offset shot_count -= 1 bullet_spawn_direction += bullet_spawn_direction_inc } else { alarm[0] = wave_offset current_bell = -4 shot_count = shot_count_max }
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alarm[1] = 330
alarm[1]

if live_call() return global.live_result; if (!instance_exists(obj_ceroba_phase_2_shield)) return; instance_destroy()