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gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Create_0

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1
if (live_call())
2
    return global.live_result;
3
shot_count = 7;
4
shot_count_max = 7;
5
current_bell = -4;
6
last_bell = -4;
7
bullet_spawn_direction = irandom_range(0, 360);
8
bullet_spawn_direction_inc = 20;
9
alarm[0] = 20;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gml

if (live_call()) return global.live_result; if (!instance_exists(obj_ceroba_phase_2_shield)) exit; var shot_offset = 6; var wave_offset = 15; var bullet_number = 5; var bullet_speed = 6; var spawn_dir = bullet_spawn_direction; if (current_bell == -4) { bullet_spawn_direction = irandom_range(0, 360); do current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1)); until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1); last_bell = current_bell; } if (instance_exists(current_bell)) { with (current_bell) { var i = spawn_dir; while (i < (360 + spawn_dir)) { var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball); fireball.direction = i; fireball.speed = bullet_speed; i += (360 / bullet_number); } image_xscale = 1.5; image_yscale = 1.5; } } else { alarm[0] = wave_offset; current_bell = -4; shot_count = shot_count_max; exit; } if (shot_count > 1) { alarm[0] = shot_offset; shot_count -= 1; bullet_spawn_direction += bullet_spawn_direction_inc; } else { alarm[0] = wave_offset; current_bell = -4; shot_count = shot_count_max; }
10
alarm[1] = 330;
gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_1.gml

if (live_call()) return global.live_result; if (!instance_exists(obj_ceroba_phase_2_shield)) exit; instance_destroy();