Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_fmartlet_2_spawner_blocks_3_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
var battle_box = obj_dialogue_box_battle_transformation_any
4
switch round(attack_tick)
5
{
6
    case 30:
7
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
8
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
9
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
10
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block)
11
        break
12
    case 38:
13
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
14
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
15
        break
16
    case 46:
17
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block)
18
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
19
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
20
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
21
        break
22
    case 54:
23
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
24
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
25
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
26
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt)
27
        break
28
    case 75:
29
        var block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass)
30
        block.direction = 0
31
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
32
        block.direction = 0
33
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
34
        block.direction = 0
35
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass)
36
        block.direction = 0
37
        break
38
    case 85:
39
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
40
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
41
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
42
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass)
43
        break
44
    case 95:
45
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass)
46
        block.direction = 180
47
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
48
        block.direction = 180
49
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
50
        block.direction = 180
51
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass)
52
        block.direction = 180
53
        break
54
    case 110:
55
        var arrow = instance_create_depth((battle_box.bbox_left + 15), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow)
56
        arrow.arrow_dir = 180
57
        arrow = instance_create_depth((battle_box.bbox_left + 67), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow)
58
        arrow.arrow_dir = 0
59
        break
60
    case 120:
61
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
62
        block.direction = 180
63
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
64
        block.direction = 180
65
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block)
66
        block.direction = 180
67
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
68
        block.direction = 180
69
        break
70
    case 126:
71
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
72
        block.direction = 180
73
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block)
74
        block.direction = 180
75
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
76
        block.direction = 180
77
        block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
78
        block.direction = 180
79
        break
80
    case 160:
81
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
82
        block.direction = 180
83
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
84
        block.direction = 180
85
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block)
86
        block.direction = 180
87
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
88
        block.direction = 180
89
        break
90
    case 166:
91
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
92
        block.direction = 180
93
        break
94
    case 172:
95
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block)
96
        block.direction = 180
97
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
98
        block.direction = 180
99
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt)
100
        block.direction = 180
101
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
102
        block.direction = 180
103
        break
104
    case 190:
105
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_arrow)
106
        block.direction = 180
107
        block.arrow_dir = 90
108
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_arrow)
109
        block.direction = 180
110
        block.arrow_dir = 90
111
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_arrow)
112
        block.direction = 180
113
        block.arrow_dir = 180
114
        block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_arrow)
115
        block.direction = 180
116
        block.arrow_dir = 180
117
        break
118
    case 220:
119
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block)
120
        block.direction = 0
121
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
122
        block.direction = 0
123
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt)
124
        block.direction = 0
125
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
126
        block.direction = 0
127
        break
128
    case 226:
129
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass)
130
        block.direction = 0
131
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
132
        block.direction = 0
133
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt)
134
        block.direction = 0
135
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
136
        block.direction = 0
137
        break
138
    case 260:
139
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
140
        block.direction = 0
141
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
142
        block.direction = 0
143
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block)
144
        block.direction = 0
145
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
146
        block.direction = 0
147
        break
148
    case 266:
149
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass)
150
        block.direction = 0
151
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
152
        block.direction = 0
153
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block)
154
        block.direction = 0
155
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
156
        block.direction = 0
157
        break
158
    case 272:
159
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt)
160
        block.direction = 0
161
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt)
162
        block.direction = 0
163
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
164
        block.direction = 0
165
        break
166
    case 278:
167
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block)
168
        block.direction = 0
169
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt)
170
        block.direction = 0
171
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
172
        block.direction = 0
173
        break
174
    case 284:
175
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
176
        block.direction = 0
177
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
178
        block.direction = 0
179
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
180
        block.direction = 0
181
        block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass)
182
        block.direction = 0
183
        break
184
    case 350:
185
        instance_destroy()
186
        break
187
}
188
189
attack_tick += 1