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gml_Object_obj_flowey_1_attack_8_creator_Alarm_0

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var side;
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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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var angle = 0
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switch side
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{
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    case 1:
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        var yy = box.bbox_top
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        var xx = irandom_range((box.bbox_left + 40), (box.bbox_right - 40))
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        angle = 90
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        break
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    case 2:
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        xx = box.bbox_right
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        yy = irandom_range((box.bbox_top + 40), (box.bbox_bottom - 40))
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        angle = 0
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        break
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    case 3:
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        yy = box.bbox_bottom
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        xx = irandom_range((box.bbox_left + 40), (box.bbox_right - 40))
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        angle = 270
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        break
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    case 4:
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        xx = box.bbox_left
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        yy = irandom_range((box.bbox_top + 40), (box.bbox_bottom - 40))
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        angle = 180
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        break
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}
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var new_flowey = instance_create_depth(xx, yy, -100, obj_flowey_1_attack_8_flower)
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new_flowey.image_angle = angle - 90
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alarm[0] = spawn_delay
alarm[0]

var side; if live_call() return global.live_result; var box = obj_dialogue_box_battle_transformation_any var angle = 0 switch side { case 1: var yy = box.bbox_top var xx = irandom_range((box.bbox_left + 40), (box.bbox_right - 40)) angle = 90 break case 2: xx = box.bbox_right yy = irandom_range((box.bbox_top + 40), (box.bbox_bottom - 40)) angle = 0 break case 3: yy = box.bbox_bottom xx = irandom_range((box.bbox_left + 40), (box.bbox_right - 40)) angle = 270 break case 4: xx = box.bbox_left yy = irandom_range((box.bbox_top + 40), (box.bbox_bottom - 40)) angle = 180 break } var new_flowey = instance_create_depth(xx, yy, -100, obj_flowey_1_attack_8_flower) new_flowey.image_angle = angle - 90 alarm[0] = spawn_delay side_last = side spawn_number-- if (spawn_number <= 0) instance_destroy()
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side_last = side
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spawn_number--
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if (spawn_number <= 0)
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    instance_destroy()