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gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Alarm_0

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var soul = obj_heart_battle_fighting_red
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var box = obj_dialogue_box_battle_transformation_any
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if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
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{
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    if ((starlo_take_aim_shots_current % 2) == 0)
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        instance_create(choose((box.bbox_right + 60), (box.bbox_left - 60)), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun)
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    else
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        instance_create(soul.x, choose((box.bbox_top - 60), (box.bbox_bottom + 60)), obj_battle_enemy_attack_starlo_guns_vertical_gun)
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}
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else if (starlo_take_aim_fade_out == false)
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    starlo_take_aim_fade_out = true
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starlo_take_aim_shots_current += 1
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alarm[0] = starlo_take_aim_interval
alarm[0]

var soul = obj_heart_battle_fighting_red var box = obj_dialogue_box_battle_transformation_any if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) { if ((starlo_take_aim_shots_current % 2) == 0) instance_create(choose((box.bbox_right + 60), (box.bbox_left - 60)), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun) else instance_create(soul.x, choose((box.bbox_top - 60), (box.bbox_bottom + 60)), obj_battle_enemy_attack_starlo_guns_vertical_gun) } else if (starlo_take_aim_fade_out == false) starlo_take_aim_fade_out = true starlo_take_aim_shots_current += 1 alarm[0] = starlo_take_aim_interval