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gml_Object_obj_fmartlet_spawner_blocks_2_Step_0

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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
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switch 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)
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        instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block)
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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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        break
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    case 45:
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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)
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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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        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_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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        break
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    case 75:
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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_glass)
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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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        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)
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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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        break
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    case 100:
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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_glass)
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        break
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    case 120:
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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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        break
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    case 140:
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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)
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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
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    case 160:
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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)
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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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        break
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    case 180:
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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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        break
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    case 235:
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        instance_destroy()
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        break
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}
60
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with (obj_martlet_attack_block)
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    vspeed = other.block_vspeed
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with (obj_martlet_attack_block_hurt)
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    vspeed = other.block_vspeed
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with (obj_martlet_attack_glass)
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{
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    if (hspeed == 0)
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        vspeed = other.block_vspeed
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}
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attack_tick += 1
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if (global.image_alpha_enemy_attacking >= 0)
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{
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    if (bbox_overlay_alpha > 0)
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        bbox_overlay_alpha -= 0.1
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}