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gml_Object_obj_ceroba_phase_2_opener_lamp_Alarm_0

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if live_call()
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    return global.live_result;
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var bullet_number = 6
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var bullet_spawn_timer = 12
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var wave_spawn_timer = bullet_spawn_timer * 3
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var bullet_speed = 4
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for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number))
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{
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    var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
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    ds_list_add(fireball_list, fireball)
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    fireball.direction = i
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    fireball.speed = bullet_speed
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}
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bullet_spawn_direction += bullet_spawn_direction_inc
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image_xscale = 1.5
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image_yscale = 1.5
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shot_count -= 1
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if (shot_count > 0)
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    alarm[0] = bullet_spawn_timer
alarm[0]

if live_call() return global.live_result; var bullet_number = 6 var bullet_spawn_timer = 12 var wave_spawn_timer = bullet_spawn_timer * 3 var bullet_speed = 4 for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number)) { var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) ds_list_add(fireball_list, fireball) fireball.direction = i fireball.speed = bullet_speed } bullet_spawn_direction += bullet_spawn_direction_inc image_xscale = 1.5 image_yscale = 1.5 shot_count -= 1 if (shot_count > 0) alarm[0] = bullet_spawn_timer else if (wave_count > 1) { shot_count = 3 wave_count -= 1 alarm[0] = wave_spawn_timer } else fade_out = true
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else if (wave_count > 1)
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{
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    shot_count = 3
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    wave_count -= 1
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    alarm[0] = wave_spawn_timer
alarm[0]

if live_call() return global.live_result; var bullet_number = 6 var bullet_spawn_timer = 12 var wave_spawn_timer = bullet_spawn_timer * 3 var bullet_speed = 4 for (var i = bullet_spawn_direction; i < (360 + bullet_spawn_direction); i += (360 / bullet_number)) { var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) ds_list_add(fireball_list, fireball) fireball.direction = i fireball.speed = bullet_speed } bullet_spawn_direction += bullet_spawn_direction_inc image_xscale = 1.5 image_yscale = 1.5 shot_count -= 1 if (shot_count > 0) alarm[0] = bullet_spawn_timer else if (wave_count > 1) { shot_count = 3 wave_count -= 1 alarm[0] = wave_spawn_timer } else fade_out = true
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}
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else
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    fade_out = true