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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0

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if (live_call())
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    return global.live_result;
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if (attack_stop == true)
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{
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    with (obj_ceroba_attack_bullet_trail_mask)
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        scene = 2;
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    exit;
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}
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var xx = 0;
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var yy = 0;
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var spawn_corner = irandom_range(1, 4);
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var spawn_direction = 0;
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var spawn_direction_1, spawn_direction_2;
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switch (spawn_corner)
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{
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    case 1:
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        xx = battle_box.bbox_left - 18;
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        yy = battle_box.bbox_top - 18;
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        spawn_direction_1 = 0;
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        spawn_direction_2 = 270;
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        break;
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    case 2:
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        xx = battle_box.bbox_right + 18;
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        yy = battle_box.bbox_top - 18;
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        spawn_direction_1 = 180;
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        spawn_direction_2 = 270;
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        break;
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    case 3:
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        xx = battle_box.bbox_left - 18;
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        yy = battle_box.bbox_bottom + 18;
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        spawn_direction_1 = 0;
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        spawn_direction_2 = 90;
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        break;
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    case 4:
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        xx = battle_box.bbox_right + 18;
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        yy = battle_box.bbox_bottom + 18;
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        spawn_direction_1 = 180;
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        spawn_direction_2 = 90;
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        break;
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}
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do
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    spawn_direction = choose(spawn_direction_1, spawn_direction_2);
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until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last);
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if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2)))
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{
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    if (spawn_direction == spawn_direction_1)
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        spawn_direction = spawn_direction_2;
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    else
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        spawn_direction = spawn_direction_1;
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}
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spawn_corner_last = spawn_corner;
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spawn_direction_last = spawn_direction;
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mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask);
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with (mask)
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    direction = spawn_direction;
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alarm[0] = 30;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gml

if (live_call()) return global.live_result; if (attack_stop == true) { with (obj_ceroba_attack_bullet_trail_mask) scene = 2; exit; } var xx = 0; var yy = 0; var spawn_corner = irandom_range(1, 4); var spawn_direction = 0; var spawn_direction_1, spawn_direction_2; switch (spawn_corner) { case 1: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 0; spawn_direction_2 = 270; break; case 2: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 180; spawn_direction_2 = 270; break; case 3: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 0; spawn_direction_2 = 90; break; case 4: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 180; spawn_direction_2 = 90; break; } do spawn_direction = choose(spawn_direction_1, spawn_direction_2); until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) { if (spawn_direction == spawn_direction_1) spawn_direction = spawn_direction_2; else spawn_direction = spawn_direction_1; } spawn_corner_last = spawn_corner; spawn_direction_last = spawn_direction; mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask); with (mask) direction = spawn_direction; alarm[0] = 30; if (global.hotland_flag[2] == 2) alarm[0] = 25; if (global.hotland_flag[2] == 3) alarm[0] = 20;
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if (global.hotland_flag[2] == 2)
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    alarm[0] = 25;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gml

if (live_call()) return global.live_result; if (attack_stop == true) { with (obj_ceroba_attack_bullet_trail_mask) scene = 2; exit; } var xx = 0; var yy = 0; var spawn_corner = irandom_range(1, 4); var spawn_direction = 0; var spawn_direction_1, spawn_direction_2; switch (spawn_corner) { case 1: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 0; spawn_direction_2 = 270; break; case 2: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 180; spawn_direction_2 = 270; break; case 3: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 0; spawn_direction_2 = 90; break; case 4: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 180; spawn_direction_2 = 90; break; } do spawn_direction = choose(spawn_direction_1, spawn_direction_2); until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) { if (spawn_direction == spawn_direction_1) spawn_direction = spawn_direction_2; else spawn_direction = spawn_direction_1; } spawn_corner_last = spawn_corner; spawn_direction_last = spawn_direction; mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask); with (mask) direction = spawn_direction; alarm[0] = 30; if (global.hotland_flag[2] == 2) alarm[0] = 25; if (global.hotland_flag[2] == 3) alarm[0] = 20;
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if (global.hotland_flag[2] == 3)
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    alarm[0] = 20;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gml

if (live_call()) return global.live_result; if (attack_stop == true) { with (obj_ceroba_attack_bullet_trail_mask) scene = 2; exit; } var xx = 0; var yy = 0; var spawn_corner = irandom_range(1, 4); var spawn_direction = 0; var spawn_direction_1, spawn_direction_2; switch (spawn_corner) { case 1: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 0; spawn_direction_2 = 270; break; case 2: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_top - 18; spawn_direction_1 = 180; spawn_direction_2 = 270; break; case 3: xx = battle_box.bbox_left - 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 0; spawn_direction_2 = 90; break; case 4: xx = battle_box.bbox_right + 18; yy = battle_box.bbox_bottom + 18; spawn_direction_1 = 180; spawn_direction_2 = 90; break; } do spawn_direction = choose(spawn_direction_1, spawn_direction_2); until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) { if (spawn_direction == spawn_direction_1) spawn_direction = spawn_direction_2; else spawn_direction = spawn_direction_1; } spawn_corner_last = spawn_corner; spawn_direction_last = spawn_direction; mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask); with (mask) direction = spawn_direction; alarm[0] = 30; if (global.hotland_flag[2] == 2) alarm[0] = 25; if (global.hotland_flag[2] == 3) alarm[0] = 20;