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gml_Object_obj_flowey_1_attack_surround_pellets_creator_Create_0

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1
if (live_call())
2
    return global.live_result;
3
alarm[0] = room_speed * 8;
gml_Object_obj_flowey_1_attack_surround_pellets_creator_Alarm_0.gml

if (live_call()) return global.live_result; instance_destroy();
4
alarm[1] = 15;
gml_Object_obj_flowey_1_attack_surround_pellets_creator_Alarm_1.gml

if (live_call()) return global.live_result; var attack_offset = 50; var soul = 2979; var spawn_dir = random_range(0, 360); var bullet_count = 12; var bullet_dist = 40; var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count; var i = 0; while (i <= 360) { var xx = soul.x + lengthdir_x(bullet_dist, spawn_dir + i); var yy = soul.y + lengthdir_y(bullet_dist, spawn_dir + i); var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet); bullet.alarm[0] = i / bullet_count; bullet.alarm[1] = 40; bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y); bullet.bullet_dist = bullet_dist; i += (360 / bullet_count); } alarm[1] = attack_offset;