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gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Alarm_1

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if live_call()
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    return global.live_result;
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var attack_offset = 30
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var battle_box = obj_dialogue_box_battle_transformation_any
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var spawn_dir = random_range(0, 360)
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var bullet_count = 24
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var bullet_dist = 300
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var active_bullet = (irandom_range(0, (bullet_count - 1))) * bullet_count
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for (var i = 0; i <= 240; i += (240 / bullet_count))
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{
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    var xx = battle_box.x + (lengthdir_x(bullet_dist, (spawn_dir + i)))
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    var yy = battle_box.y + (lengthdir_y(bullet_dist, (spawn_dir + i)))
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    var bullet = instance_create_depth(xx, yy, -300, obj_battle_enemy_attack_asgore_surround_flame)
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    bullet.alarm[0] = i / bullet_count
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    bullet.alarm[1] = 1
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    bullet.direction = point_direction(battle_box.x, battle_box.y, bullet.x, bullet.y)
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    bullet.bullet_dist = bullet_dist
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}
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alarm[1] = attack_offset
alarm[1]

if live_call() return global.live_result; var attack_offset = 30 var battle_box = obj_dialogue_box_battle_transformation_any var spawn_dir = random_range(0, 360) var bullet_count = 24 var bullet_dist = 300 var active_bullet = (irandom_range(0, (bullet_count - 1))) * bullet_count for (var i = 0; i <= 240; i += (240 / bullet_count)) { var xx = battle_box.x + (lengthdir_x(bullet_dist, (spawn_dir + i))) var yy = battle_box.y + (lengthdir_y(bullet_dist, (spawn_dir + i))) var bullet = instance_create_depth(xx, yy, -300, obj_battle_enemy_attack_asgore_surround_flame) bullet.alarm[0] = i / bullet_count bullet.alarm[1] = 1 bullet.direction = point_direction(battle_box.x, battle_box.y, bullet.x, bullet.y) bullet.bullet_dist = bullet_dist } alarm[1] = attack_offset