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gml_Object_obj_flowey_battle_lowpoly_spawner_vspikes_Create_0

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1
if live_call()
2
    return global.live_result;
3
alarm[0] = 15
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
4
attack_delay = 120