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gml_Object_obj_flowey_1_attack_7_creator_Step_0

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1
if live_call()
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    return global.live_result;
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var box = obj_dialogue_box_battle_transformation_any
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switch scene
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{
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    case 0:
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        cutscene_wait(0.5)
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        break
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    case 1:
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        var soul1 = instance_create_depth(box.x, (box.bbox_top - 16), -100, obj_flowey_1_attack_7_soul)
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        soul1.target_y = box.y
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        scene++
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        break
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    case 2:
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        if (!instance_exists(obj_flowey_1_attack_7_soul))
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            scene++
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        break
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    case 3:
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        soul1 = instance_create_depth((box.bbox_left - 16), (box.bbox_top + 20), -100, obj_flowey_1_attack_7_soul)
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        soul1.target_x = box.bbox_left + 20
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        var soul2 = instance_create_depth((box.bbox_right + 16), (box.bbox_bottom - 20), -100, obj_flowey_1_attack_7_soul)
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        soul2.target_x = box.bbox_right - 20
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        scene++
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        break
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    case 4:
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        if (!instance_exists(obj_flowey_1_attack_7_soul))
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            scene++
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        break
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    case 5:
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        soul1 = instance_create_depth((box.bbox_left - 16), (box.bbox_top + 20), -100, obj_flowey_1_attack_7_soul)
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        soul1.target_x = box.bbox_right - 20
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        soul2 = instance_create_depth((box.bbox_left - 16), (box.bbox_bottom - 20), -100, obj_flowey_1_attack_7_soul)
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        soul2.target_x = box.bbox_right - 20
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        var soul3 = instance_create_depth((box.bbox_right + 16), box.y, -100, obj_flowey_1_attack_7_soul)
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        soul3.target_x = box.bbox_left + 20
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        scene++
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        break
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    case 6:
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        if (!instance_exists(obj_flowey_1_attack_7_soul))
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            scene++
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        break
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    case 7:
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        soul1 = instance_create_depth((box.bbox_left + 20), (box.bbox_top - 20), -100, obj_flowey_1_attack_7_soul)
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        soul1.target_y = box.bbox_bottom - 20
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        soul2 = instance_create_depth((box.bbox_right - 20), (box.bbox_top - 20), -100, obj_flowey_1_attack_7_soul)
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        soul2.target_y = box.bbox_bottom - 20
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        soul3 = instance_create_depth(box.x, (box.bbox_bottom + 20), -100, obj_flowey_1_attack_7_soul)
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        soul3.target_y = box.bbox_top + 20
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        scene++
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        break
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    case 8:
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        cutscene_wait(3.5)
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        break
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    case 9:
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        instance_destroy()
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        break
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}