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gml_Object_obj_flowey_battle_mechanical_spawner_spiral_bullets_Step_0

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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        var xx = 320
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        var yy = 160
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        fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0)
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        audio_sound_gain(fire_sound, 0.5, 0)
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        for (var i = 0; i < bullet_count; i++)
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        {
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            var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet)
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            bullet.direction = spawn_dir + spawn_dir_inc * i
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            bullet.image_angle = bullet.direction
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            bullet.speed = 12
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        }
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        spawn_dir += spawn_dir_wave_inc
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        if (spawn_dir > 360)
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            spawn_dir -= 360
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        cutscene_advance()
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        break
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    case 1:
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        if cutscene_wait(bullet_delay / 30)
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        {
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            if (wave_count > 0)
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            {
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                cutscene_advance(0)
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                wave_count--
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            }
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            else
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                instance_destroy()
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        }
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        break
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}