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gml_Object_obj_fmartlet_2_spawner_blocks_4_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 - 24), -100, obj_martlet_attack_block_hurt)
8
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
9
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
10
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
11
        break
12
    case 36:
13
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
14
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
15
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
16
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
17
        break
18
    case 42:
19
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
20
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
21
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
22
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
23
        break
24
    case 48:
25
        break
26
    case 58:
27
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
28
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
29
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
30
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
31
        break
32
    case 64:
33
        break
34
    case 70:
35
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
36
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
37
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
38
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
39
        break
40
    case 76:
41
        break
42
    case 82:
43
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
44
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
45
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
46
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
47
        break
48
    case 106:
49
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
50
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
51
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
52
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
53
        break
54
    case 100:
55
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
56
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
57
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
58
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
59
        break
60
    case 120:
61
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
62
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
63
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
64
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
65
        break
66
    case 132:
67
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
68
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
69
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
70
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
71
        break
72
    case 138:
73
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
74
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
75
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
76
        break
77
    case 148:
78
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
79
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
80
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
81
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
82
        break
83
    case 170:
84
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
85
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
86
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
87
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
88
        break
89
    case 176:
90
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
91
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
92
        break
93
    case 182:
94
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
95
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
96
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
97
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
98
        break
99
    case 188:
100
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
101
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
102
        break
103
    case 194:
104
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
105
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
106
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
107
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
108
        break
109
    case 200:
110
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
111
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
112
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
113
        break
114
    case 206:
115
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
116
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
117
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
118
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
119
        break
120
    case 212:
121
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
122
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
123
        break
124
    case 240:
125
        instance_create_depth(battle_box.x, (battle_box.bbox_top - 200), -100, obj_fmartlet_star_big)
126
        break
127
    case 300:
128
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
129
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
130
        with (obj_martlet_attack_block_arrow)
131
            arrow_dir = 0
132
        break
133
    case 380:
134
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
135
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
136
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
137
        instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
138
        with (obj_martlet_attack_block_arrow)
139
            arrow_dir = 0
140
        break
141
    case 420:
142
        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)
143
        break
144
    case 450:
145
        var block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
146
        block.direction = 180
147
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_glass)
148
        block.direction = 180
149
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_glass)
150
        block.direction = 180
151
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
152
        block.direction = 180
153
        break
154
    case 456:
155
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
156
        block.direction = 180
157
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block)
158
        block.direction = 180
159
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
160
        block.direction = 180
161
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
162
        block.direction = 180
163
        break
164
    case 470:
165
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
166
        block.direction = 180
167
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
168
        block.direction = 180
169
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block)
170
        block.direction = 180
171
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
172
        block.direction = 180
173
        break
174
    case 476:
175
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
176
        block.direction = 180
177
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
178
        block.direction = 180
179
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_glass)
180
        block.direction = 180
181
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
182
        block.direction = 180
183
        break
184
    case 510:
185
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass)
186
        block.direction = 0
187
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
188
        block.direction = 0
189
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
190
        block.direction = 0
191
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass)
192
        block.direction = 0
193
        break
194
    case 490:
195
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
196
        block.direction = 180
197
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
198
        block.direction = 180
199
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block)
200
        block.direction = 180
201
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
202
        block.direction = 180
203
        break
204
    case 520:
205
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
206
        block.direction = 180
207
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block)
208
        block.direction = 180
209
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
210
        block.direction = 180
211
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block_hurt)
212
        block.direction = 180
213
        break
214
    case 540:
215
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt)
216
        block.direction = 0
217
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass)
218
        block.direction = 0
219
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass)
220
        block.direction = 0
221
        block = instance_create_depth((battle_box.bbox_left - 60), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt)
222
        block.direction = 0
223
        break
224
    case 550:
225
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 5), -100, obj_martlet_attack_block_hurt)
226
        block.direction = 180
227
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 29), -100, obj_martlet_attack_block_hurt)
228
        block.direction = 180
229
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 53), -100, obj_martlet_attack_block_hurt)
230
        block.direction = 180
231
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.bbox_top + 77), -100, obj_martlet_attack_block)
232
        block.direction = 180
233
        break
234
    case 650:
235
        instance_destroy()
236
        break
237
}
238
239
attack_tick += 1
240
with (obj_martlet_attack_block)
241
    speed = other.block_speed
242
with (obj_martlet_attack_block_hurt)
243
    speed = other.block_speed
244
with (obj_martlet_attack_glass)
245
    speed = other.block_speed
246
with (obj_martlet_attack_block_arrow)
247
    speed = other.block_speed