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gml_Object_obj_flowey_1_attack_pellet_spin_creator_Create_0

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1
if (live_call())
2
    return global.live_result;
3
var battle_box = 3154;
4
alarm[0] = room_speed * 8;
gml_Object_obj_flowey_1_attack_pellet_spin_creator_Alarm_0.gml

if (live_call()) return global.live_result; instance_destroy();
5
alarm[1] = 15;
gml_Object_obj_flowey_1_attack_pellet_spin_creator_Alarm_1.gml

if (live_call()) return global.live_result; var attack_offset = 42; var box = 3154; var side = choose(1, 2, 3, 4); var x_offset = 0; var y_offset = 0; switch (side) { case 1: x_offset = -160; y_offset = 0; break; case 2: x_offset = 0; y_offset = -160; break; case 3: x_offset = 160; y_offset = 0; break; case 4: x_offset = 0; y_offset = 160; break; } instance_create_depth(box.x + x_offset, box.y + y_offset, -300, obj_flowey_1_attack_pellet_circle_spawner); alarm[1] = attack_offset;
6
obj_battle_flowey_body_1.depth = battle_box.depth + 1;