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gml_Object_obj_fmartlet_2_spawner_blocks_1_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
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    return global.live_result;
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var battle_box = obj_dialogue_box_battle_transformation_any
4
switch round(attack_tick)
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{
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    case 30:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
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        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        break
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    case 36:
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        break
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    case 42:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        break
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    case 60:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
24
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        break
27
    case 70:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
29
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
30
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
31
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        break
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    case 80:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
35
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
36
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        break
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    case 95:
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        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
42
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
43
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
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        break
45
    case 110:
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        break
49
    case 118:
50
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
51
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
52
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
53
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
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        break
55
    case 126:
56
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
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        break
59
    case 150:
60
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
62
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
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        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
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        with (obj_martlet_attack_block_arrow)
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            arrow_dir = 180
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        break
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    case 180:
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        scr_battle_box_resize_midfight
scr_battle_box_resize_midfight

function scr_battle_box_resize_midfight() //gml_Script_scr_battle_box_resize_midfight { if instance_exists(obj_dialogue_box_battle_transformation_any) { with (obj_dialogue_box_battle_transformation_any) { battle_box_resize_midfight = true battle_box_target_xscale = argument[0] / sprite_get_width(sprite_index) battle_box_target_yscale = argument[1] / sprite_get_height(sprite_index) if (argument_count > 2) { battle_box_target_x = argument[2] battle_box_target_y = argument[3] } if (abs(image_xscale - battle_box_target_xscale) < 0.01 && abs(image_yscale - battle_box_target_yscale) < 0.01 && abs(x - battle_box_target_x) < 0.1 && abs(y - battle_box_target_y) < 0.1) { var box = obj_dialogue_box_battle_transformation_any global.attack_surface_width = box.sprite_width - 8 global.attack_surface_height = box.sprite_height - 8 global.attack_surface_x = box.x - global.attack_surface_width * 0.5 global.attack_surface_y = box.y - global.attack_surface_height * 0.5 if surface_exists(global.attack_surface) global.attack_surface = surface_create(global.attack_surface_width, global.attack_surface_height) return true; } } } else return false; }
(160, 106)
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        break
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    case 200:
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        var block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block)
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        block.direction = 0
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block)
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        block.direction = 0
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
76
        block.direction = 0
77
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
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        block.direction = 0
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        break
80
    case 215:
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
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        block.direction = 0
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_glass)
84
        block.direction = 0
85
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_glass)
86
        block.direction = 0
87
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_glass)
88
        block.direction = 0
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        break
90
    case 240:
91
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
92
        block.direction = 0
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
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        block.direction = 0
95
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block)
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        block.direction = 0
97
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block)
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        block.direction = 0
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        break
100
    case 265:
101
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
102
        block.direction = 0
103
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
104
        block.direction = 0
105
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
106
        block.direction = 0
107
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_glass)
108
        block.direction = 0
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        break
110
    case 277:
111
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
112
        block.direction = 0
113
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
114
        block.direction = 0
115
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_glass)
116
        block.direction = 0
117
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block)
118
        block.direction = 0
119
        break
120
    case 289:
121
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
122
        block.direction = 0
123
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_glass)
124
        block.direction = 0
125
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block)
126
        block.direction = 0
127
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
128
        block.direction = 0
129
        break
130
    case 301:
131
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
132
        block.direction = 0
133
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block)
134
        block.direction = 0
135
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
136
        block.direction = 0
137
        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_glass)
138
        block.direction = 0
139
        break
140
    case 340:
141
        instance_destroy()
142
        break
143
}
144
145
attack_tick += 1
146
if (global.image_alpha_enemy_attacking >= 0)
147
{
148
    if (bbox_overlay_alpha > 0)
149
        bbox_overlay_alpha -= 0.1
150
}