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gml_Object_obj_battle_enemy_attack_spawner_asgore_hands_Create_0

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1
if live_call()
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    return global.live_result;
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var battle_box = obj_dialogue_box_battle_transformation_any
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var type = choose(1, 2, 3, 4)
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switch type
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{
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    case 1:
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        instance_create_depth((battle_box.bbox_left - 40), (battle_box.bbox_top - 10), -100, obj_battle_enemy_attack_asgore_hand_horizontal)
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        instance_create_depth((battle_box.bbox_right + 40), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_asgore_hand_horizontal)
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        break
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    case 2:
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        instance_create_depth((battle_box.bbox_left - 40), battle_box.bbox_bottom, -100, obj_battle_enemy_attack_asgore_hand_horizontal)
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        instance_create_depth((battle_box.bbox_right + 40), (battle_box.bbox_top - 10), -100, obj_battle_enemy_attack_asgore_hand_horizontal)
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        break
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    case 3:
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        instance_create_depth((battle_box.bbox_left - 10), (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_asgore_hand_vertical)
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        instance_create_depth((battle_box.bbox_right - 20), (battle_box.bbox_top - 40), -100, obj_battle_enemy_attack_asgore_hand_vertical)
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        break
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    case 4:
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        instance_create_depth((battle_box.bbox_left - 10), (battle_box.bbox_top - 40), -100, obj_battle_enemy_attack_asgore_hand_vertical)
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        instance_create_depth((battle_box.bbox_right - 20), (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_asgore_hand_vertical)
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        break
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}
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obj_battle_enemy_attack_asgore_checker.alarm[0] = 90
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instance_destroy()