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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_obstacle_spawner_Alarm_0

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1
if (live_call())
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    return global.live_result;
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var battle_box = 3154;
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var side = choose(1, 2, 3);
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var xx = battle_box.bbox_left + 16;
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var xx2 = battle_box.bbox_right - 16;
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var xx3 = battle_box.x;
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var yy = battle_box.bbox_top - 16;
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var obstacle1 = 248;
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var obstacle2 = 248;
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var obstacle3 = 248;
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var obstacle_speed = 5;
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switch (side)
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{
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    case 1:
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        obstacle1 = 3120;
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        break;
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    case 2:
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        obstacle2 = 3120;
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        break;
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    case 3:
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        obstacle3 = 3120;
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        break;
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}
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instance_create_depth(xx, yy, -50, obstacle1);
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instance_create_depth(xx2, yy, -50, obstacle2);
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instance_create_depth(xx3, yy, -50, obstacle3);
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with (obstacle1)
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{
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    direction = 270;
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    speed = obstacle_speed;
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}
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with (obstacle2)
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{
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    direction = 270;
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    speed = obstacle_speed;
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}
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with (obstacle3)
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{
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    direction = 270;
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    speed = obstacle_speed;
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}
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alarm[0] = obstacle_offset;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_obstacle_spawner_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var side = choose(1, 2, 3); var xx = battle_box.bbox_left + 16; var xx2 = battle_box.bbox_right - 16; var xx3 = battle_box.x; var yy = battle_box.bbox_top - 16; var obstacle1 = 248; var obstacle2 = 248; var obstacle3 = 248; var obstacle_speed = 5; switch (side) { case 1: obstacle1 = 3120; break; case 2: obstacle2 = 3120; break; case 3: obstacle3 = 3120; break; } instance_create_depth(xx, yy, -50, obstacle1); instance_create_depth(xx2, yy, -50, obstacle2); instance_create_depth(xx3, yy, -50, obstacle3); with (obstacle1) { direction = 270; speed = obstacle_speed; } with (obstacle2) { direction = 270; speed = obstacle_speed; } with (obstacle3) { direction = 270; speed = obstacle_speed; } alarm[0] = obstacle_offset;