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 |
} |
63 |
else if (global.flowey_battle_1_phase == 2) |
64 |
{ |
65 |
switch scene |
66 |
{ |
67 |
case 0: |
68 |
var bullet_count = room_height / 60 |
69 |
xx = -60 |
70 |
for (var i = 0; i < bullet_count; i++) |
71 |
{ |
72 |
var bullet = instance_create_depth(xx, (30 + i * 60), -700, obj_flowey_1_attack_flower_lanes) |
73 |
if (xx > 320) |
74 |
{ |
75 |
xx = -60 |
76 |
bullet.hspeed = -10 |
77 |
} |
78 |
else |
79 |
{ |
80 |
xx = 700 |
81 |
bullet.hspeed = 10 |
82 |
} |
83 |
} |
84 |
scene++ |
85 |
break |
86 |
case 1: |
87 |
cutscene_wait(2) |
88 |
break |
89 |
case 2: |
90 |
bullet_count = room_width / 60 |
91 |
yy = -60 |
92 |
for (i = 0; i < bullet_count; i++) |
93 |
{ |
94 |
bullet = instance_create_depth((30 + 60 * i), yy, -700, obj_flowey_1_attack_flower_lanes) |
95 |
if (yy > 320) |
96 |
{ |
97 |
yy = -60 |
98 |
bullet.vspeed = -10 |
99 |
} |
100 |
else |
101 |
{ |
102 |
yy = 560 |
103 |
bullet.vspeed = 10 |
104 |
} |
105 |
} |
106 |
scene++ |
107 |
break |
108 |
case 3: |
109 |
cutscene_wait(1) |
110 |
break |
111 |
case 4: |
112 |
var attack = instance_create_depth((room_width + 40), 30, -700, obj_battle_enemy_attack_flower_jump_side) |
113 |
attack.hspeed = -8 |
114 |
scene++ |
115 |
break |
116 |
case 5: |
117 |
cutscene_wait(0.5) |
118 |
break |
119 |
case 6: |
120 |
attack = instance_create_depth(-40, 45, -700, obj_battle_enemy_attack_flower_jump_side) |
121 |
attack.hspeed = 8 |
122 |
scene++ |
123 |
break |
124 |
case 7: |
125 |
cutscene_wait(0.5) |
126 |
break |
127 |
case 8: |
128 |
case 10: |
129 |
case 12: |
130 |
case 14: |
131 |
var side = choose(1, 2, 3) |
132 |
var angle = 0 |
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 |
|
152 |
var new_flowey = instance_create_depth(xx, yy, -700, obj_flowey_1_attack_10_flower) |
153 |
new_flowey.image_angle = angle - 90 |
154 |
scene++ |
155 |
break |
156 |
case 9: |
157 |
case 11: |
158 |
case 13: |
159 |
cutscene_wait(1) |
160 |
break |
161 |
case 15: |
162 |
cutscene_wait(3) |
163 |
break |
164 |
case 16: |
165 |
can_transition = true |
166 |
break |
167 |
} |
168 |
|
169 |
} |
170 |
else if (global.flowey_battle_1_phase == 3) |
171 |
{ |
172 |
switch scene |
173 |
{ |
174 |
case 0: |
175 |
_bullet_count = 7 |
176 |
scene++ |
177 |
break |
178 |
case 1: |
179 |
_bullet_count-- |
180 |
attack = instance_create_depth(irandom_range(80, 560), -45, -700, obj_battle_enemy_attack_flower_jump_side) |
181 |
attack.hspeed = irandom_range(-2, 2) |
182 |
attack.alarm[0] += irandom_range(-10, 10) |
183 |
scene++ |
184 |
break |
185 |
case 2: |
186 |
cutscene_wait(0.6) |
187 |
break |
188 |
case 3: |
189 |
if (_bullet_count > 0) |
190 |
cutscene_advance(1) |
191 |
else |
192 |
cutscene_advance() |
193 |
break |
194 |
case 4: |
195 |
spawner = instance_create_depth(320, -50, -9999, obj_flowey_1_attack_10_flower_spawner) |
196 |
spawner.vspeed = 5 |
197 |
scene++ |
198 |
break |
199 |
case 5: |
200 |
cutscene_wait(3) |
201 |
break |
202 |
case 6: |
203 |
_bullet_count = 4 |
204 |
scene++ |
205 |
break |
206 |
case 7: |
207 |
_bullet_count-- |
208 |
dir = irandom_range(0, 359) |
209 |
xx = obj_heart_battle_fighting_parent.x + (lengthdir_x(110, dir)) |
210 |
yy = obj_heart_battle_fighting_parent.y + (lengthdir_y(110, dir)) |
211 |
instance_create_depth(xx, yy, (depth - 1), obj_glowey_1_attack_eye) |
212 |
scene++ |
213 |
break |
214 |
case 8: |
215 |
cutscene_wait(0.6) |
216 |
break |
217 |
case 9: |
218 |
if (_bullet_count > 0) |
219 |
cutscene_advance(7) |
220 |
else |
221 |
cutscene_advance() |
222 |
break |
223 |
case 10: |
224 |
cutscene_wait(0.25) |
225 |
break |
226 |
case 11: |
227 |
spawner = instance_create_depth(room_width, 100, -9999, obj_flowey_1_attack_10_flower_spawner) |
228 |
spawner.hspeed = -5 |
229 |
scene++ |
230 |
case 12: |
231 |
cutscene_wait(3) |
232 |
break |
233 |
case 13: |
234 |
can_transition = true |
235 |
break |
236 |
} |
237 |
|
238 |
} |
239 |
if (can_transition == true) |
240 |
{ |
241 |
if instance_exists(obj_heart_battle_fighting_parent) |
242 |
obj_heart_battle_fighting_parent.vulnerable = false |
243 |
switch transition_stage |
244 |
{ |
245 |
case 0: |
246 |
scene = -1 |
247 |
layer_set_visible("twirl_", true) |
248 |
var _fx_twirl = layer_get_fx("twirl_") |
249 |
var _params = fx_get_parameters(_fx_twirl) |
250 |
_params.g_DistortAngle = [distort_current] |
251 |
fx_set_parameters(_fx_twirl, _params) |
252 |
distort_current += 7 |
253 |
if (distort_current >= 200) |
254 |
{ |
255 |
transition_overlay_alpha += 0.05 |
256 |
if (transition_overlay_alpha >= 1) |
257 |
{ |
258 |
persistent = true |
259 |
ds_list_shuffle(global.flowey_room_list) |
260 |
var next_room = ds_list_find_value(global.flowey_room_list, 0) |
261 |
ds_list_delete(global.flowey_room_list, 0) |
262 |
room = next_room |
263 |
switch next_room |
264 |
{ |
265 |
case rm_battle_flashback_01: |
266 |
obj_pl.x = 170 |
267 |
obj_pl.y = 290 |
268 |
break |
269 |
case 227: |
270 |
obj_pl.x = 180 |
271 |
obj_pl.y = 130 |
272 |
break |
273 |
case 228: |
274 |
obj_pl.x = 300 |
275 |
obj_pl.y = 2630 |
276 |
break |
277 |
case 229: |
278 |
obj_pl.x = 160 |
279 |
obj_pl.y = 120 |
280 |
break |
281 |
case 230: |
282 |
obj_pl.x = 300 |
283 |
obj_pl.y = 2640 |
284 |
break |
285 |
case 231: |
286 |
obj_pl.x = 860 |
287 |
obj_pl.y = 40 |
288 |
break |
289 |
} |
290 |
|
291 |
obj_pl.image_alpha = 1 |
292 |
transition_stage += 1 |
293 |
global.flowey_battle_1_phase += 1 |
294 |
} |
295 |
} |
296 |
break |
297 |
case 1: |
298 |
if (!instance_exists(obj_flowey_battle_ow_controller)) |
299 |
instance_create(0, 0, obj_flowey_battle_ow_controller) |
300 |
transition_overlay_alpha -= 0.05 |
301 |
if (transition_overlay_alpha <= 0) |
302 |
{ |
303 |
scr_cutscene_end() |
304 |
instance_destroy() |
305 |
} |
306 |
break |
307 |
} |
308 |
|
309 |
} |