| 1 |
var box = 3154; |
| 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(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
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 |
var 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(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
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 |
var 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(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
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 |
break; |
| 61 |
case 11: |
| 62 |
instance_destroy(); |
| 63 |
break; |
| 64 |
} |