Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_battle_enemy_attack_martlet_feather_fall_feather_final_Alarm_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
x_destination = obj_heart_battle_fighting_parent.x
4
y_destination = obj_heart_battle_fighting_parent.y
5
angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)
6
if (angle_difference(image_angle, angle_destination) > 0)
7
    spin_direction = 1
8
else
9
    spin_direction = -1
10
obj_feather_fall_final_holder.x_store = x_destination
11
obj_feather_fall_final_holder.y_store = y_destination
12
obj_feather_fall_final_holder.angle_store = angle_destination
13
global.id_store = id
14
with (instance_create_depth(x_destination, y_destination, -100, obj_battle_enemy_attack_martlet_feather_fall_target_1_final))
15
{
16
    geno_target_angle = other.explosion_angle
17
    sprite_index = spr_battle_enemy_attack_martlet_target_half_axis
18
}
19
id_target = global.id_store
20
state = 1
21
switch sprite_index
22
{
23
    case spr_battle_enemy_attack_martlet_feather_1:
24
        audio_play_sound(snd_mart_feather_atk3, 20, 0)
25
        break
26
    case 2274:
27
    case 2275:
28
        audio_play_sound(snd_mart_feather_atk1, 20, 0)
29
        break
30
    case 2276:
31
    case 2278:
32
        audio_play_sound(snd_mart_feather_atk2, 20, 0)
33
        break
34
    default:
35
        audio_play_sound(snd_mart_feather_atk1, 20, 0)
36
}