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gml_Object_obj_fmartlet_spawner_opener_2_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
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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_glass)
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        break
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    case 50:
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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_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 70:
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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 75:
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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 85:
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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 110:
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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_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_glass)
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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 135:
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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_glass)
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        break
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    case 147:
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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 160:
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        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)
54
        instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 24), -100, obj_martlet_attack_block_arrow)
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        break
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    case 200:
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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, 82)
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        target_direction = 180
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        break
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    case 210:
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        var block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_block)
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        block.direction = 180
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        break
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    case 225:
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_glass)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        break
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    case 240:
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_glass)
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        block.direction = 180
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        break
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    case 260:
85
        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_block)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_glass)
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        block.direction = 180
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        break
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    case 265:
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_glass)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_block_hurt)
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        block.direction = 180
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        break
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    case 280:
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 36), -100, obj_martlet_attack_block_arrow)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y - 12), -100, obj_martlet_attack_block_arrow)
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        block.direction = 180
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        block = instance_create_depth((battle_box.bbox_right + 24), (battle_box.y + 12), -100, obj_martlet_attack_block_arrow)
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        block.direction = 180
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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 310:
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y - 36), -100, obj_martlet_attack_block)
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        block.direction = 0
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        block.speed = 7
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y - 12), -100, obj_martlet_attack_block)
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        block.direction = 0
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        block.speed = 7
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y + 12), -100, obj_martlet_attack_block)
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        block.direction = 0
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        block.speed = 7
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        break
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    case 325:
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y - 36), -100, obj_martlet_attack_glass)
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        block.direction = 0
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        block.speed = 7
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y - 12), -100, obj_martlet_attack_block_hurt)
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        block.direction = 0
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        block.speed = 7
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        block = instance_create_depth((battle_box.bbox_left - 24), (battle_box.y + 12), -100, obj_martlet_attack_glass)
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        block.direction = 0
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        block.speed = 7
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        break
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    case 380:
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        instance_destroy()
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        break
135
}
136
137
if (attack_tick != 480)
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    attack_tick += 1
139
if (global.image_alpha_enemy_attacking >= 0)
140
{
141
    if (bbox_overlay_alpha > 0)
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        bbox_overlay_alpha -= 0.1
143
}
144
if (hint_draw == true)
145
{
146
    if (hint_alpha < 1)
147
        hint_alpha += 0.1
148
}
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else
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    hint_alpha = 0