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gml_Object_obj_battle_enemy_attack_martlet_wind_gust_final_boulder_Step_0

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1
if (live_call())
2
    return global.live_result;
3
if (image_alpha < 1)
4
    image_alpha += 0.2;
5
if (image_alpha == 1 && floor(obj_martlet_final_base.image_index) >= 3 && floor(obj_martlet_final_base.image_index) <= 4 && !can_fall)
6
    can_fall = true;
7
if (!can_fall)
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    exit;
9
vspeed += 1;
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if (vspeed > fall_speed)
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    vspeed = fall_speed;
12
var box = 3154;
13
if (y >= (box.bbox_bottom - 12))
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{
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    instance_destroy();
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    var break_sound = audio_play_sound(snd_rock_break, 1, 0);
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    audio_sound_gain(break_sound, 0.7, 0);
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    for (var i = 0; i < 3; i++)
19
    {
20
        var debris = instance_create_depth(x, y, depth - 1, obj_battle_enemy_attack_martlet_wind_gust_final_boulder_piece);
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        debris.hspeed = -3 + (i * 3);
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    }
23
}