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gml_Object_obj_flowey_1_attack_8_flower_Step_0

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1
if (live_call())
2
    return global.live_result;
3
image_yscale = lerp(image_yscale, 1, 0.5);
4
if (fade_out == true)
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{
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    image_alpha -= 0.2;
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    if (image_alpha <= 0)
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        instance_destroy();
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}
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var arc_radius = 90;
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if (shoot_delay > 0)
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{
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    shoot_delay--;
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}
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else if (!destroy_self && bullet_count > 0)
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{
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    var xx = x - lengthdir_x(30, image_angle - 90);
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    var yy = y - lengthdir_y(30, image_angle - 90);
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    if (spawn_direction == -1)
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    {
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        spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y);
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        direction_inc = arc_radius / bullet_count;
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        direction_current = spawn_direction - (direction_inc * ((bullet_count - 1) * 0.5));
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    }
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    var pellet = instance_create_depth(xx, yy, depth - 1, obj_battle_enemy_attack_fpellets_simple);
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    pellet.direction = direction_current;
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    pellet.speed = 6;
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    shoot_delay = shoot_delay_max;
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    bullet_count -= 1;
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    direction_current += direction_inc;
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}
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if (bullet_count <= 0)
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    destroy_self = true;
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if (destroy_self == true)
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{
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    if (slash_instance == -4)
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    {
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        slash_instance = instance_create_depth(x, y, depth - 1, obj_flowey_1_attack_8_slash);
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        slash_instance.image_angle = image_angle;
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    }
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    else if (!instance_exists(slash_instance))
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    {
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        sprite_index = spr_attack_tinyflowey_die;
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        if (!alarm[1])
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            alarm[1] = 30;
gml_Object_obj_flowey_1_attack_8_flower_Alarm_1.gml

if (live_call()) return global.live_result; var soul = instance_create_depth(x, y, depth + 1, obj_flowey_1_attack_8_soul); soul.direction = (image_angle + 90) - 180; fade_out = true;
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    }
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}