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gml_Object_obj_battle_enemy_attack_guardener_attack_1_Step_0

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var box = obj_dialogue_box_battle_transformation_any
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switch scene
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{
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    case 0:
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        instance_create_depth((box.bbox_right - 40), (box.bbox_top - 5), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm)
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        cutscene_advance()
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        break
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    case 1:
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        cutscene_wait(1.5)
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        break
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    case 2:
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        instance_create_depth((box.bbox_left + 40), (box.bbox_top - 5), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm_half)
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        cutscene_advance()
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        break
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    case 3:
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        cutscene_wait(1)
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        break
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    case 4:
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        var arm = instance_create_depth((box.bbox_left + 40), (box.bbox_bottom + 5), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm_half)
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        arm.launch_dir = "up"
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        arm.image_angle = 180
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        cutscene_advance()
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        break
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    case 5:
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        cutscene_wait(1.5)
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        break
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    case 6:
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        instance_destroy()
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        break
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}