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gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Alarm_0

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var soul = 2980;
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var box = 3154;
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if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
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{
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    if ((starlo_take_aim_shots_current % 2) == 0)
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        instance_create(choose(box.bbox_right + 60, box.bbox_left - 60), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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    else
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        instance_create(soul.x, choose(box.bbox_top - 60, box.bbox_bottom + 60), obj_battle_enemy_attack_starlo_guns_vertical_gun);
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}
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else if (starlo_take_aim_fade_out == false)
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{
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    starlo_take_aim_fade_out = true;
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}
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starlo_take_aim_shots_current += 1;
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alarm[0] = starlo_take_aim_interval;
gml_Object_obj_battle_enemy_attack_starlo_slow_surround_checker_Alarm_0.gml

var soul = 2980; var box = 3154; if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) { if ((starlo_take_aim_shots_current % 2) == 0) instance_create(choose(box.bbox_right + 60, box.bbox_left - 60), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun); else instance_create(soul.x, choose(box.bbox_top - 60, box.bbox_bottom + 60), obj_battle_enemy_attack_starlo_guns_vertical_gun); } else if (starlo_take_aim_fade_out == false) { starlo_take_aim_fade_out = true; } starlo_take_aim_shots_current += 1; alarm[0] = starlo_take_aim_interval;