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gml_Object_obj_flowey_1_attack_8_flower_Step_0

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1
if live_call()
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    return global.live_result;
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image_yscale = lerp(image_yscale, 1, 0.5)
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if (fade_out == true)
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{
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    image_alpha -= 0.2
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    if (image_alpha <= 0)
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        instance_destroy()
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}
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var arc_radius = 90
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if (shoot_delay > 0)
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    shoot_delay--
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else if ((!destroy_self) && bullet_count > 0)
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{
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    var xx = x - (lengthdir_x(30, (image_angle - 90)))
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    var yy = y - (lengthdir_y(30, (image_angle - 90)))
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    if (spawn_direction == -1)
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    {
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        spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)
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        direction_inc = arc_radius / bullet_count
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        direction_current = spawn_direction - direction_inc * ((bullet_count - 1) * 0.5)
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    }
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    var pellet = instance_create_depth(xx, yy, (depth - 1), obj_battle_enemy_attack_fpellets_simple)
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    pellet.direction = direction_current
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    pellet.speed = 6
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    shoot_delay = shoot_delay_max
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    bullet_count -= 1
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    direction_current += direction_inc
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}
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if (bullet_count <= 0)
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    destroy_self = true
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if (destroy_self == true)
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{
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    if (slash_instance == noone)
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    {
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        slash_instance = instance_create_depth(x, y, (depth - 1), obj_flowey_1_attack_8_slash)
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        slash_instance.image_angle = image_angle
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    }
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    else if (!instance_exists(slash_instance))
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    {
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        sprite_index = spr_attack_tinyflowey_die
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        if (!alarm[1])
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            alarm[1] = 30
alarm[1]

if live_call() return global.live_result; var soul = instance_create_depth(x, y, (depth + 1), obj_flowey_1_attack_8_soul) soul.direction = image_angle + 90 - 180 fade_out = true
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    }
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}