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gml_Object_obj_battle_enemy_attack_martlet_wing_gust_final_spawner_Other_10

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if live_call()
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    return global.live_result;
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var random_item = obj_battle_enemy_attack_martlet_wing_gust_final_object
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var spawn_depth = -100
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spawn_count++
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if (spawn_count > spawn_count_max)
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{
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    spawn_count = 0
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    random_item = obj_battle_enemy_attack_martlet_wind_gust_final_boulder
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    spawn_depth = -101
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}
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var random_number = irandom_range(0, 1)
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if (obj_heart_battle_fighting_parent.idle_hsp_count > 0)
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    instance_create_depth(obj_heart_battle_fighting_parent.x, (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item)
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else
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    instance_create_depth((obj_heart_battle_fighting_parent.x + global.speed_self * 4 * obj_heart_battle_fighting_parent.last_hsp), (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item)