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gml_Object_obj_heart_yellow_shot_blast_Create_0

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if live_call()
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    return global.live_result;
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audio_play_sound(snd_kamehamehablast, 1, 0)
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scr_screenshake_battle
scr_screenshake_battle

function scr_screenshake_battle() //gml_Script_scr_screenshake_battle { instance_destroy(obj_screenshake_battle) var screenshake = instance_create(0, 0, obj_screenshake_battle) battle_screenshake_duration = argument[0] battle_screenshake_intensity = argument[1] battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration }
(6, 2)
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image_alpha = 1
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image_angle = 90
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image_speed = 1
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depth = -100
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scene = 0
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cutscene_timer = 0
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laser_width = 0
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laser_length = 700
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laser_active = true
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laser_speed = 10
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laser_blocked = false
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laser_grow = true
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laser_shrink = false
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laser_x1 = 0
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laser_x2 = 0
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laser_y1 = 0
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laser_y2 = 0
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sin_timer = 0
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alarm[0] = 30
alarm[0]

if live_call() return global.live_result; laser_shrink = true
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impact_frame_current = 0
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impact_frame_max = 8
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impact_frame_speed = 0.5
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laser_frame_current = 0
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laser_frame_max = 1
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laser_frame_speed = 0.25
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damage_tick_timer = 5
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alarm[1] = 2
alarm[1]

if live_call() return global.live_result; var blast_collider = instance_create_depth(x, y, depth, obj_heart_yellow_shot_blast_collider) alarm[1] = damage_tick_timer