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gml_Object_obj_battle_enemy_attack_martlet_feather_circle_final_spawner_Create_0

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if live_call()
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    return global.live_result;
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x_store = 0
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y_store = 0
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angle_store = 0
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x_center = obj_dialogue_box_battle_transformation_any.x
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y_center = obj_dialogue_box_battle_transformation_any.y
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sign_modifier_radius = 1
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time_elapsed_radius = 0
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time_max_radius = 30
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time_increase_radius = 1
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max_rise_radius = 20
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feather_angle_radius = obj_dialogue_box_battle_transformation_any.bbox_right - x_center + 60 + 60 * (instance_number(object_index) - 1)
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feather_angle_master = 0
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feather_angle_speed = 6
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if ((instance_number(object_index) % 2) == 0)
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    feather_angle_speed *= -1
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feather_sprite = spr_battle_enemy_attack_martlet_feather_1
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fcreate_count = 5
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fcreate_decrease = 360 / fcreate_count
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fcreate_angle_diff = 0
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for (i = 0; i < fcreate_count; i += 1)
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{
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    var fcreate_x = x_center + feather_angle_radius * cos(degtorad(fcreate_angle_diff))
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    var fcreate_y = y_center - feather_angle_radius * sin(degtorad(fcreate_angle_diff))
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    instance_create_depth(fcreate_x, fcreate_y, -100, obj_battle_enemy_attack_martlet_feather_circle_final_feather)
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    id_feather[i] = global.id_store
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    with (id_feather[i])
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    {
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        sprite_index = other.feather_sprite
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        image_index = 0
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        image_speed = 0
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        image_alpha = 0
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        image_angle = other.fcreate_angle_diff + 90
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        image_xscale = sign(other.feather_angle_speed)
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        trail_sprite = sprite_index
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        angle_position_current = other.fcreate_angle_diff
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        spawner_id = other.id
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    }
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    fcreate_angle_diff -= fcreate_decrease
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    if (fcreate_angle_diff < 0)
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        fcreate_angle_diff += 360
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}
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scr_get_random_number_order
scr_get_random_number_order

function scr_get_random_number_order(argument0, argument1) //gml_Script_scr_get_random_number_order { var rnumber_for_max = argument1 - argument0 for (i = 0; i <= rnumber_for_max; i++) rnumber_order[i] = argument0 + i for (i = 0; i <= (rnumber_for_max - 1); i++) { var rnumber_switch = irandom_range(i, rnumber_for_max) if (rnumber_switch != i) { var rnumber_temp = rnumber_order[i] rnumber_order[i] = rnumber_order[rnumber_switch] rnumber_order[rnumber_switch] = rnumber_temp } } }
(0, (fcreate_count - 1))
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feather_launch_counter = 0
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feather_launch_no_loop = false
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feather_launch_alarm = 15