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gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Alarm_0

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if live_call()
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    return global.live_result;
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var variation = choose(1, 2, 3)
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switch variation
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{
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    case 1:
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        instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        break
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    case 2:
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        instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(320, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        break
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    case 3:
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        instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(320, -140, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
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        break
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}
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variation = irandom_range(-40, 40)
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alarm[0] = attack_delay + variation
alarm[0]

if live_call() return global.live_result; var variation = choose(1, 2, 3) switch variation { case 1: instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break case 2: instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(320, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break case 3: instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(320, -140, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike) break } variation = irandom_range(-40, 40) alarm[0] = attack_delay + variation