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gml_Object_obj_battle_enemy_attack_martlet_feather_fall_feather_Alarm_0

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1
x_destination = obj_heart_battle_fighting_parent.x;
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y_destination = obj_heart_battle_fighting_parent.y;
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angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y);
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if (angle_difference(image_angle, angle_destination) > 0)
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    spin_direction = 1;
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else
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    spin_direction = -1;
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obj_battle_enemy_attack_martlet_feather_fall_checker.x_store = x_destination;
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obj_battle_enemy_attack_martlet_feather_fall_checker.y_store = y_destination;
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obj_battle_enemy_attack_martlet_feather_fall_checker.angle_store = angle_destination;
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global.id_store = id;
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with (instance_create(x_destination, y_destination, obj_battle_enemy_attack_martlet_feather_fall_target_1_axis))
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    geno_target_angle = other.explosion_angle;
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id_target = global.id_store;
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state = 1;
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switch (sprite_index)
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{
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    case spr_battle_enemy_attack_martlet_feather_1:
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        audio_play_sound(snd_mart_feather_atk3, 20, 0);
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        break;
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    case spr_battle_enemy_attack_martlet_feather_2:
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    case spr_battle_enemy_attack_martlet_feather_3:
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        audio_play_sound(snd_mart_feather_atk1, 20, 0);
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        break;
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    case spr_battle_enemy_attack_martlet_feather_4:
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    case spr_battle_enemy_attack_martlet_feather_5:
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        audio_play_sound(snd_mart_feather_atk2, 20, 0);
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        break;
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    default:
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        audio_play_sound(snd_mart_feather_atk1, 20, 0);
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}