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gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Create_0

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1
if live_call()
2
    return global.live_result;
3
alarm[0] = room_speed * 4
alarm[0]

if live_call() return global.live_result; instance_destroy() obj_battle_enemy_attack_asgore_checker.alarm[0] = 60
4
alarm[1] = 15
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