1 |
var box = obj_dialogue_box_battle_transformation_any |
2 |
switch scene |
3 |
{ |
4 |
case 0: |
5 |
cutscene_wait(0.5) |
6 |
break |
7 |
case 1: |
8 |
var flower = instance_create_depth(320, (box.bbox_bottom - 4), (obj_heart_battle_fighting_parent.depth - 1), obj_guardener_flower_corrupt) |
9 |
flower.image_xscale = 1 |
10 |
flower.image_yscale = 1 |
11 |
cutscene_advance() |
12 |
break |
13 |
case 2: |
14 |
cutscene_wait(1.4) |
15 |
break |
16 |
case 3: |
17 |
var arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 40), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm) |
18 |
arm.launch_dir = "right" |
19 |
arm.image_angle = 90 |
20 |
arm.arm_return = 5 |
21 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy
{
var enemy_count = global.enemy_count
if (global.battle_enemy_name_1 == argument0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2)
return 3;
else
return 0;
} ("flowey", "void", "void") |
22 |
cutscene_advance() |
23 |
break |
24 |
case 4: |
25 |
cutscene_wait(0.3) |
26 |
break |
27 |
case 5: |
28 |
arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 70), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm) |
29 |
arm.launch_dir = "right" |
30 |
arm.image_angle = 0 |
31 |
arm.arm_return = 5 |
32 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy
{
var enemy_count = global.enemy_count
if (global.battle_enemy_name_1 == argument0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2)
return 3;
else
return 0;
} ("flowey", "void", "void") |
33 |
cutscene_advance() |
34 |
break |
35 |
case 6: |
36 |
cutscene_wait(0.3) |
37 |
break |
38 |
case 7: |
39 |
arm = instance_create_depth((box.bbox_left - 5), (box.bbox_top + 100), (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_arm) |
40 |
arm.launch_dir = "right" |
41 |
arm.image_angle = 90 |
42 |
arm.arm_return = 5 |
43 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy
{
var enemy_count = global.enemy_count
if (global.battle_enemy_name_1 == argument0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2)
return 3;
else
return 0;
} ("flowey", "void", "void") |
44 |
cutscene_advance() |
45 |
break |
46 |
case 8: |
47 |
cutscene_wait(1) |
48 |
break |
49 |
case 9: |
50 |
obj_guardener_flower_corrupt.sprite_index = spr_guardener_plant_disappear |
51 |
obj_guardener_flower_corrupt.image_speed = 1 |
52 |
cutscene_advance() |
53 |
break |
54 |
case 10: |
55 |
if (!instance_exists(obj_guardener_flower_corrupt)) |
56 |
{ |
57 |
cutscene_wait(1.5) |
58 |
break |
59 |
} |
60 |
else |
61 |
break |
62 |
case 11: |
63 |
instance_destroy() |
64 |
break |
65 |
} |