Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_ceroba_phase_2_p1_circling_lantern_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
if (!fade_out)
4
{
5
    if (image_alpha < 1)
6
        image_alpha += 0.1
7
    else if (!alarm[0])
8
        alarm[0] = 30
alarm[0]

if live_call() return global.live_result; var bullet_number = 1 var bullet_spawn_timer = 22 var wave_spawn_timer = bullet_spawn_timer * 3 var bullet_speed = 5 var bullet_offset = 20 var soul = obj_heart_battle_fighting_parent bullet_spawn_direction = point_direction(x, y, soul.x, soul.y) var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) fireball.direction = bullet_spawn_direction fireball.speed = bullet_speed image_xscale = 1.5 image_yscale = 1.5 alarm[0] = bullet_spawn_timer
9
}
10
else if (image_alpha > 0)
11
    image_alpha -= 0.1
12
else
13
    instance_destroy()
14
scr_enemy_attack_bullet_hit
scr_enemy_attack_bullet_hit

function scr_enemy_attack_bullet_hit() //gml_Script_scr_enemy_attack_bullet_hit { if live_call() return global.live_result; if variable_instance_exists(id, "bullet_hit_draw_timer") { if (bullet_hit_draw_timer > 0) bullet_hit_draw_timer -= 1 } var collider_id = instance_place(x, y, obj_heart_yellow_shot) if (collider_id != noone) { var collider_object_index = collider_id.object_index instance_create_depth(collider_id.x, collider_id.bbox_top, -999, obj_heart_yellow_shot_destroy) if (collider_object_index == 690) { if (object_index == obj_ceroba_phase_2_bell) instance_destroy(collider_id) if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id) return; if (collider_object_index == 690) collider_id_last = collider_id } else if (collider_object_index == 2561) { if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id) return; collider_id_last = collider_id } else if ((!(variable_instance_exists(id, "collider_id_last"))) || collider_id != collider_id_last) { collider_id.alarm[0] = 1 collider_id.image_alpha = 0 collider_id_last = collider_id } audio_play_sound(snd_arc_hit, 0.1, 0) if variable_instance_exists(id, "bullet_hit_points") { bullet_hit_draw_timer = 5 if (collider_object_index == 690) bullet_hit_points -= 3 else bullet_hit_points -= 1 if (bullet_hit_points <= 0) bullet_destroy_self = true } return true; } }
()
15
if bullet_destroy_self
16
{
17
    instance_destroy()
18
    instance_create_depth(x, y, depth, obj_ceroba_attack_fire_mask_destroy_large)
19
}
20
image_xscale = lerp(image_xscale, 1, 0.15)
21
image_yscale = image_xscale
22
x = attack_target_x + (lengthdir_x(attack_distance, attack_dir))
23
y = attack_target_y + (lengthdir_y(attack_distance, attack_dir))
24
if (image_alpha < 1 && can_move == false)
25
{
26
    image_alpha += 0.2
27
    if (image_alpha > 1)
28
        image_alpha = 1
29
}
30
if (attack_dir < 360)
31
    attack_dir += bullet_speed
32
else
33
    attack_dir = bullet_speed