| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
if (room == rm_battle_flowey) |
| 4 |
{ |
| 5 |
obj_dialogue_box_battle_transformation_any.depth = -500; |
| 6 |
obj_battle_hp_current_self.y = 20; |
| 7 |
obj_battle_hp_max_self.y = 20; |
| 8 |
obj_text_hp.y = 25; |
| 9 |
obj_text_hp_stat.y = 9999; |
| 10 |
obj_heart_battle_fighting_parent.depth = -501; |
| 11 |
} |
| 12 |
flowey_face_sprite = 2602; |
| 13 |
if (global.flowey_battle_1_phase == 1) |
| 14 |
{ |
| 15 |
switch (scene) |
| 16 |
{ |
| 17 |
case 1: |
| 18 |
case 3: |
| 19 |
case 5: |
| 20 |
case 7: |
| 21 |
var dir = irandom_range(0, 359); |
| 22 |
var xx = obj_heart_battle_fighting_parent.x + lengthdir_x(110, dir); |
| 23 |
var yy = obj_heart_battle_fighting_parent.y + lengthdir_y(110, dir); |
| 24 |
instance_create_depth(xx, yy, depth - 1, obj_glowey_1_attack_eye); |
| 25 |
scene++; |
| 26 |
break; |
| 27 |
case 0: |
| 28 |
case 2: |
| 29 |
case 4: |
| 30 |
case 6: |
| 31 |
cutscene_wait(0.5); |
| 32 |
break; |
| 33 |
case 8: |
| 34 |
var spawner = instance_create_depth(0, 100, -9999, obj_flowey_1_attack_10_flower_spawner); |
| 35 |
spawner.hspeed = 5; |
| 36 |
scene++; |
| 37 |
break; |
| 38 |
case 9: |
| 39 |
cutscene_wait(3); |
| 40 |
break; |
| 41 |
case 10: |
| 42 |
instance_create_depth(320, 600, depth + 1, obj_battle_enemy_attack_flower_jump); |
| 43 |
scene++; |
| 44 |
break; |
| 45 |
case 11: |
| 46 |
cutscene_wait(0.75); |
| 47 |
break; |
| 48 |
case 12: |
| 49 |
instance_create_depth(100, 640, depth + 1, obj_battle_enemy_attack_flower_jump); |
| 50 |
instance_create_depth(540, 640, depth + 1, obj_battle_enemy_attack_flower_jump); |
| 51 |
scene++; |
| 52 |
break; |
| 53 |
case 13: |
| 54 |
if (!instance_exists(obj_battle_enemy_attack_flower_jump)) |
| 55 |
cutscene_wait(3.5); |
| 56 |
break; |
| 57 |
case 14: |
| 58 |
can_transition = true; |
| 59 |
break; |
| 60 |
} |
| 61 |
} |
| 62 |
else if (global.flowey_battle_1_phase == 2) |
| 63 |
{ |
| 64 |
switch (scene) |
| 65 |
{ |
| 66 |
case 0: |
| 67 |
var bullet_count = room_height / 60; |
| 68 |
var xx = -60; |
| 69 |
for (var i = 0; i < bullet_count; i++) |
| 70 |
{ |
| 71 |
var bullet = instance_create_depth(xx, 30 + (i * 60), -700, obj_flowey_1_attack_flower_lanes); |
| 72 |
if (xx > 320) |
| 73 |
{ |
| 74 |
xx = -60; |
| 75 |
bullet.hspeed = -10; |
| 76 |
} |
| 77 |
else |
| 78 |
{ |
| 79 |
xx = 700; |
| 80 |
bullet.hspeed = 10; |
| 81 |
} |
| 82 |
} |
| 83 |
scene++; |
| 84 |
break; |
| 85 |
case 1: |
| 86 |
cutscene_wait(2); |
| 87 |
break; |
| 88 |
case 2: |
| 89 |
var bullet_count = room_width / 60; |
| 90 |
var yy = -60; |
| 91 |
for (var i = 0; i < bullet_count; i++) |
| 92 |
{ |
| 93 |
var bullet = instance_create_depth(30 + (60 * i), yy, -700, obj_flowey_1_attack_flower_lanes); |
| 94 |
if (yy > 320) |
| 95 |
{ |
| 96 |
yy = -60; |
| 97 |
bullet.vspeed = -10; |
| 98 |
} |
| 99 |
else |
| 100 |
{ |
| 101 |
yy = 560; |
| 102 |
bullet.vspeed = 10; |
| 103 |
} |
| 104 |
} |
| 105 |
scene++; |
| 106 |
break; |
| 107 |
case 3: |
| 108 |
cutscene_wait(1); |
| 109 |
break; |
| 110 |
case 4: |
| 111 |
var attack = instance_create_depth(room_width + 40, 30, -700, obj_battle_enemy_attack_flower_jump_side); |
| 112 |
attack.hspeed = -8; |
| 113 |
scene++; |
| 114 |
break; |
| 115 |
case 5: |
| 116 |
cutscene_wait(0.5); |
| 117 |
break; |
| 118 |
case 6: |
| 119 |
var attack = instance_create_depth(-40, 45, -700, obj_battle_enemy_attack_flower_jump_side); |
| 120 |
attack.hspeed = 8; |
| 121 |
scene++; |
| 122 |
break; |
| 123 |
case 7: |
| 124 |
cutscene_wait(0.5); |
| 125 |
break; |
| 126 |
case 8: |
| 127 |
case 10: |
| 128 |
case 12: |
| 129 |
case 14: |
| 130 |
var side = choose(1, 2, 3); |
| 131 |
var angle = 0; |
| 132 |
var xx, yy; |
| 133 |
switch (side) |
| 134 |
{ |
| 135 |
case 1: |
| 136 |
yy = 4; |
| 137 |
xx = irandom_range(40, 600); |
| 138 |
angle = 270; |
| 139 |
break; |
| 140 |
case 2: |
| 141 |
xx = room_width - 4; |
| 142 |
yy = irandom_range(40, 440); |
| 143 |
angle = 180; |
| 144 |
break; |
| 145 |
case 3: |
| 146 |
xx = 4; |
| 147 |
yy = irandom_range(40, 440); |
| 148 |
angle = 0; |
| 149 |
break; |
| 150 |
} |
| 151 |
var new_flowey = instance_create_depth(xx, yy, -700, obj_flowey_1_attack_10_flower); |
| 152 |
new_flowey.image_angle = angle - 90; |
| 153 |
scene++; |
| 154 |
break; |
| 155 |
case 9: |
| 156 |
case 11: |
| 157 |
case 13: |
| 158 |
cutscene_wait(1); |
| 159 |
break; |
| 160 |
case 15: |
| 161 |
cutscene_wait(3); |
| 162 |
break; |
| 163 |
case 16: |
| 164 |
can_transition = true; |
| 165 |
break; |
| 166 |
} |
| 167 |
} |
| 168 |
else if (global.flowey_battle_1_phase == 3) |
| 169 |
{ |
| 170 |
switch (scene) |
| 171 |
{ |
| 172 |
case 0: |
| 173 |
_bullet_count = 7; |
| 174 |
scene++; |
| 175 |
break; |
| 176 |
case 1: |
| 177 |
_bullet_count--; |
| 178 |
var attack = instance_create_depth(irandom_range(80, 560), -45, -700, obj_battle_enemy_attack_flower_jump_side); |
| 179 |
attack.hspeed = irandom_range(-2, 2); |
| 180 |
attack.alarm[0] += irandom_range(-10, 10); |
| 181 |
scene++; |
| 182 |
break; |
| 183 |
case 2: |
| 184 |
cutscene_wait(0.6); |
| 185 |
break; |
| 186 |
case 3: |
| 187 |
if (_bullet_count > 0) |
| 188 |
cutscene_advance(1); |
| 189 |
else |
| 190 |
cutscene_advance(); |
| 191 |
break; |
| 192 |
case 4: |
| 193 |
var spawner = instance_create_depth(320, -50, -9999, obj_flowey_1_attack_10_flower_spawner); |
| 194 |
spawner.vspeed = 5; |
| 195 |
scene++; |
| 196 |
break; |
| 197 |
case 5: |
| 198 |
cutscene_wait(3); |
| 199 |
break; |
| 200 |
case 6: |
| 201 |
_bullet_count = 4; |
| 202 |
scene++; |
| 203 |
break; |
| 204 |
case 7: |
| 205 |
_bullet_count--; |
| 206 |
var dir = irandom_range(0, 359); |
| 207 |
var xx = obj_heart_battle_fighting_parent.x + lengthdir_x(110, dir); |
| 208 |
var yy = obj_heart_battle_fighting_parent.y + lengthdir_y(110, dir); |
| 209 |
instance_create_depth(xx, yy, depth - 1, obj_glowey_1_attack_eye); |
| 210 |
scene++; |
| 211 |
break; |
| 212 |
case 8: |
| 213 |
cutscene_wait(0.6); |
| 214 |
break; |
| 215 |
case 9: |
| 216 |
if (_bullet_count > 0) |
| 217 |
cutscene_advance(7); |
| 218 |
else |
| 219 |
cutscene_advance(); |
| 220 |
break; |
| 221 |
case 10: |
| 222 |
cutscene_wait(0.25); |
| 223 |
break; |
| 224 |
case 11: |
| 225 |
var spawner = instance_create_depth(room_width, 100, -9999, obj_flowey_1_attack_10_flower_spawner); |
| 226 |
spawner.hspeed = -5; |
| 227 |
scene++; |
| 228 |
case 12: |
| 229 |
cutscene_wait(3); |
| 230 |
break; |
| 231 |
case 13: |
| 232 |
can_transition = true; |
| 233 |
break; |
| 234 |
} |
| 235 |
} |
| 236 |
if (can_transition == true) |
| 237 |
{ |
| 238 |
if (instance_exists(obj_heart_battle_fighting_parent)) |
| 239 |
obj_heart_battle_fighting_parent.vulnerable = false; |
| 240 |
switch (transition_stage) |
| 241 |
{ |
| 242 |
case 0: |
| 243 |
scene = -1; |
| 244 |
layer_set_visible("twirl_", true); |
| 245 |
var _fx_twirl = layer_get_fx("twirl_"); |
| 246 |
var _params = fx_get_parameters(_fx_twirl); |
| 247 |
_params.g_DistortAngle = [distort_current]; |
| 248 |
fx_set_parameters(_fx_twirl, _params); |
| 249 |
distort_current += 7; |
| 250 |
if (distort_current >= 200) |
| 251 |
{ |
| 252 |
transition_overlay_alpha += 0.05; |
| 253 |
if (transition_overlay_alpha >= 1) |
| 254 |
{ |
| 255 |
persistent = true; |
| 256 |
ds_list_shuffle(global.flowey_room_list); |
| 257 |
var next_room = ds_list_find_value(global.flowey_room_list, 0); |
| 258 |
ds_list_delete(global.flowey_room_list, 0); |
| 259 |
room = next_room; |
| 260 |
switch (next_room) |
| 261 |
{ |
| 262 |
case 226: |
| 263 |
obj_pl.x = 170; |
| 264 |
obj_pl.y = 290; |
| 265 |
break; |
| 266 |
case 227: |
| 267 |
obj_pl.x = 180; |
| 268 |
obj_pl.y = 130; |
| 269 |
break; |
| 270 |
case 228: |
| 271 |
obj_pl.x = 300; |
| 272 |
obj_pl.y = 2630; |
| 273 |
break; |
| 274 |
case 229: |
| 275 |
obj_pl.x = 160; |
| 276 |
obj_pl.y = 120; |
| 277 |
break; |
| 278 |
case 230: |
| 279 |
obj_pl.x = 300; |
| 280 |
obj_pl.y = 2640; |
| 281 |
break; |
| 282 |
case 231: |
| 283 |
obj_pl.x = 860; |
| 284 |
obj_pl.y = 40; |
| 285 |
break; |
| 286 |
} |
| 287 |
obj_pl.image_alpha = 1; |
| 288 |
transition_stage += 1; |
| 289 |
global.flowey_battle_1_phase += 1; |
| 290 |
} |
| 291 |
} |
| 292 |
break; |
| 293 |
case 1: |
| 294 |
if (!instance_exists(obj_flowey_battle_ow_controller)) |
| 295 |
instance_create(0, 0, obj_flowey_battle_ow_controller); |
| 296 |
transition_overlay_alpha -= 0.05; |
| 297 |
if (transition_overlay_alpha <= 0) |
| 298 |
{ |
| 299 |
scr_cutscene_end(); |
| 300 |
instance_destroy(); |
| 301 |
} |
| 302 |
break; |
| 303 |
} |
| 304 |
} |