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gml_Object_obj_battle_enemy_attack_guardener_launcher_Step_0

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1
if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        image_alpha += 0.2
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        if (image_alpha >= 1)
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            cutscene_advance()
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        break
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    case 1:
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        var turn_speed_inc = 0.25
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        if (turn_speed < turn_speed_max)
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            turn_speed += turn_speed_inc
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        else
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            cutscene_advance()
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        break
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    case 2:
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        if (image_angle >= shoot_point_next)
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        {
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            image_speed = 1
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            image_index = 0
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            launch_noloop = true
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            shoot_point_next += shoot_point_inc
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        }
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        break
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}
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image_angle += turn_speed
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if (launch_noloop == true)
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{
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    launch_noloop = false
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    if (attack_count > 0)
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    {
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        attack_count -= 1
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        for (var i = 0; i < 8; i++)
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        {
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            var new_dir = image_angle + i * 45
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            var xx = x + (lengthdir_x(10, (new_dir + turn_speed * 3)))
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            var yy = y + (lengthdir_y(10, (new_dir + turn_speed * 3)))
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            var new_seed = instance_create_depth(xx, yy, (depth + 1), obj_battle_enemy_attack_guardener_seed_small)
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            new_seed.direction = new_dir
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            new_seed.launch_speed = 3.5
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        }
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        audio_play_sound(snd_arc_shoot, 1, 0)
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    }
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    else
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    {
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        instance_destroy()
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        instance_destroy(obj_battle_enemy_attack_guardener_attack_4)
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    }
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}
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if (floor(image_index) >= (image_number - 1))
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{
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    image_speed = 0
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    image_index = 0
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}