Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_fmartlet_spawner_blocks_1_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 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)
8
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
9
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
10
        block_vspeed = 6
11
        break
12
    case 45:
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_hurt)
16
        break
17
    case 60:
18
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
19
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
20
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
21
        break
22
    case 75:
23
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
24
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
25
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
26
        break
27
    case 100:
28
        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
        break
32
    case 120:
33
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
34
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
35
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
36
        break
37
    case 140:
38
        instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
39
        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_hurt)
40
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_glass)
41
        break
42
    case 165:
43
        for (var i = battle_box.bbox_top; i < battle_box.bbox_bottom; i += 24)
44
        {
45
            var glass = instance_create_depth((battle_box.bbox_left - 40), i, -100, obj_martlet_attack_glass)
46
            glass.hspeed = 8
47
            glass.vspeed = 0
48
        }
49
        break
50
    case 195:
51
        for (i = battle_box.bbox_top; i < battle_box.bbox_bottom; i += 24)
52
        {
53
            glass = instance_create_depth((battle_box.bbox_right + 40), i, -100, obj_martlet_attack_glass)
54
            glass.hspeed = -8
55
            glass.vspeed = 0
56
        }
57
        break
58
    case 260:
59
        instance_destroy()
60
        break
61
}
62
63
with (obj_martlet_attack_block)
64
    vspeed = other.block_vspeed
65
with (obj_martlet_attack_block_hurt)
66
    vspeed = other.block_vspeed
67
with (obj_martlet_attack_glass)
68
{
69
    if (hspeed == 0)
70
        vspeed = other.block_vspeed
71
}
72
attack_tick += 1
73
if (global.image_alpha_enemy_attacking >= 0)
74
{
75
    if (bbox_overlay_alpha > 0)
76
        bbox_overlay_alpha -= 0.1
77
}