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gml_Object_obj_battle_enemy_attack_energy_balls_spin_creator_Step_0

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switch scene
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{
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    case 0:
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        if (obj_heart_battle_fighting_parent.movement_mode == 2)
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            cutscene_advance()
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        break
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    case 1:
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        if (!alarm[0])
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        {
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            alarm[0] = 15
alarm[0]

var battle_box = obj_dialogue_box_battle_transformation_any var current_side = choose("hor", "ver") if (current_side == "hor") { var spawn_x = choose((battle_box.bbox_left - 80), (battle_box.bbox_right + 80)) var spawn_y = irandom_range((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80)) } else { spawn_y = choose((battle_box.bbox_top - 80), (battle_box.bbox_bottom + 80)) spawn_x = irandom_range((battle_box.bbox_left - 80), (battle_box.bbox_right + 80)) } var ball = instance_create_depth(spawn_x, spawn_y, -100, obj_battle_enemy_attack_axis_energy_ball_boss) ball.direction = point_direction(ball.x, ball.y, battle_box.x, battle_box.y) ball.speed = 5 if (attack_count > 0) { attack_count -= 1 alarm[0] = attack_interval } else instance_destroy()
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            cutscene_advance()
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        }
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        break
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}