Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_flowey_battle_final_Step_0

(view raw script w/o annotations or w/e)
1
if live_call()
2
    return global.live_result;
3
var fun_value_check = false
4
if (global.fun_value >= 70)
5
    fun_value_check = true
6
if (intro_noloop == false)
7
{
8
    switch scene
9
    {
10
        case 0:
11
            var song_pos = audio_sound_get_track_position(intro_song)
12
            for (var i = 0; i < array_length(timestamp); i++)
13
            {
14
                if (i == timestamp_current && song_pos >= timestamp[i])
15
                {
16
                    if (timestamp_current < (array_length(timestamp) - 1))
17
                    {
18
                        image_index = timestamp_image_index[i]
19
                        draw_alpha = 1
20
                        timestamp_current += 1
21
                    }
22
                    else
23
                        scene++
24
                }
25
            }
26
            draw_alpha = lerp(draw_alpha, 0, 0.15)
27
            image_alpha = draw_alpha
28
            break
29
        case 1:
30
            if (white_alpha < 1)
31
                white_alpha += 0.25
32
            else
33
                scene++
34
            break
35
        case 2:
36
            if (!instance_exists(obj_flowey_gray_eyes))
37
                instance_create_depth(320, 140, -200, obj_flowey_gray_eyes)
38
            sprite_index = spr_battle_flowey_gray_idle
39
            draw_alpha = 1
40
            image_alpha = 1
41
            scene++
42
            break
43
        case 3:
44
            cutscene_wait(1)
45
            break
46
        case 4:
47
            if (white_alpha > 0)
48
                white_alpha -= 0.03
49
            else
50
                scene++
51
            break
52
        case 5:
53
            cutscene_wait(1)
54
            break
55
        case 6:
56
            global.battle_music = audio_play_sound(mus_gotcha, 1, 1)
57
            scene++
58
            break
59
        case 7:
60
            if cutscene_dialogue_final_flowey()
61
            {
62
                scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(global.battle_music, 500)
63
                cutscene_advance(7.5)
64
            }
65
            with (msg)
66
            {
67
                position = 0
68
                sndfnt = 664
69
                message[0] = "* H O W D Y ."
70
                message[1] = "* Have fun with your friend back#  there?"
71
                message[2] = "* Hahahahaha!!!"
72
                message[3] = "* Thought you slipped away for a#  second didn't ya?"
73
                message[4] = "* You are quite a vigilant one..."
74
                message[5] = "* Bet you could've outlasted#  ASGORE if you bothered to reach#  him."
75
                message[6] = "* Even though your choices in#  this timeline are useless to me#  now..."
76
                message[7] = "* I didn't outright HATE our time#  together. Not all of it."
77
                message[8] = "* Two lost souls deciding who#  lives or dies..."
78
                message[9] = "* Most of the time you were#  insufferable but when you gave#  in..."
79
                message[10] = "* ...Gave in to your true violent#  urges. That was the best part."
80
                message[11] = "* That's when I knew you had it#  in you to fight the King."
81
                message[12] = "* But that was so long ago, haha.#  Just look at you now!"
82
                message[13] = "* Barely recognizable!"
83
                message[14] = "* You know, some say yellow is#  the color of justice."
84
                message[15] = "* Close, but that's not the word#  I would choose..."
85
                message[16] = "* Yellow is the color of#  judgment."
86
                message[17] = "* Consequence..."
87
                message[18] = "* You would know, wouldn't you?"
88
                message[19] = "* ..."
89
                message[20] = "* Ahhh, you're right."
90
                message[21] = "* Who cares about all that?"
91
                message[22] = "* Life's all about the thrill!#  How fun your experiences are!"
92
                message[23] = "* Our time here has been way#  better than any interaction out#  there!"
93
                message[24] = "* And I'm not looking for it to#  end any time soon!"
94
                message[25] = "* Of course, it can't last#  forever."
95
                message[26] = "* After I overtake your SOUL,#  I'll kill ASGORE."
96
                message[27] = "* I'll absorb all those poor#  children you couldn't save!"
97
                message[28] = "* Then and only then, I will#  become GOD."
98
                message[29] = "* But for now... this is only the#  beginning. "
99
                message[30] = "* So please, resist."
100
                message[31] = "* Let's entertain each other a#  while longer."
101
                message[32] = "* After all, in this world..."
102
            }
103
            break
104
        case 7.5:
105
            if cutscene_dialogue_giga(64, 150)
106
                cutscene_advance(8)
107
            with (msg)
108
            {
109
                position = 0
110
                message[0] = " IT'S KILL OR BE KILLED"
111
            }
112
            break
113
        case 8:
114
            audio_play_sound(mus_f_laugh, 1, 0)
115
            instance_destroy(obj_flowey_gray_eyes)
116
            sprite_index = spr_battle_flowey_gray_laugh
117
            image_speed = 1
118
            scene++
119
            break
120
        case 9:
121
            if (!audio_is_playing(mus_f_laugh))
122
            {
123
                sprite_index = spr_battle_flowey_gray_idle
124
                image_speed = 1
125
                if (!global.flowey_phase_2_noloop)
126
                {
127
                    global.flowey_phase_2_noloop = true
128
                    scr_savegame_flowey
scr_savegame_flowey

function scr_savegame_flowey() //gml_Script_scr_savegame_flowey { ini_open("Save.sav") ini_write_real("Save1", "pX", obj_pl.x) ini_write_real("Save1", "pY", obj_pl.y) ini_write_real("Save1", "dir", obj_pl.direction) var SavedRoom = room ini_write_real("Save1", "HP", global.current_hp_self) ini_write_real("Save1", "MAXHP", global.max_hp_self) ini_write_real("Save1", "PP", global.current_pp_self) ini_write_real("Save1", "MAXPP", global.max_pp_self) ini_write_real("Save1", "SP", global.current_sp_self) ini_write_real("Save1", "MAXSP", global.max_sp_self) ini_write_real("Save1", "RP", global.current_rp_self) ini_write_real("Save1", "MAXRP", global.max_rp_self) ini_write_real("Save1", "AT - Primary", global.player_attack) ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) ini_write_real("Save1", "DFP", global.player_defense) ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) ini_write_real("Save1", "LV", global.player_level) ini_write_real("Save1", "EXP", global.player_exp) ini_write_real("Save1", "Gold", global.player_gold) ini_write_string("Save1", "Armor", global.player_armor) ini_write_string("Save1", "Weapon", global.player_weapon) ini_write_string("Save1", "Ammo", global.player_weapon_modifier) ini_write_string("Save1", "Accessory", global.player_armor_modifier) ini_write_string("Save1", "rmName", "???") ini_write_string("Save1", "playerSprite", global.player_sprites) ini_write_real("Save1", "playerCanRun", global.player_can_run) if (global.party_member == noone) ini_write_string("Save1", "Follower", "noone") else ini_write_string("Save1", "Follower", object_get_name(global.party_member)) ini_write_real("Save1", "Satchel", global.player_has_satchel) ini_write_real("Save1", "FTravel", global.player_can_travel) scr_determine_playtime() ini_write_real("Playtime", "Seconds", global.elapsed_seconds) var ds_list_encounters = ds_list_write(global.encounter_list) ini_write_string("Encounters", "0", ds_list_encounters) var ds_list_steal = ds_list_write(global.steal_list) ini_write_string("Steal", "0", ds_list_steal) var ds_list_fasttravel = ds_list_write(global.fast_travel_list) ini_write_string("FastTravel", "0", ds_list_fasttravel) var inv1 = global.item_slot[1] ini_write_string("Items", "00", global.item_slot[1]) ini_write_string("Items", "01", global.item_slot[2]) ini_write_string("Items", "02", global.item_slot[3]) ini_write_string("Items", "03", global.item_slot[4]) ini_write_string("Items", "04", global.item_slot[5]) ini_write_string("Items", "05", global.item_slot[6]) ini_write_string("Items", "06", global.item_slot[7]) ini_write_string("Items", "07", global.item_slot[8]) var ds_list_string = ds_list_write(global.box_slot_list) ini_write_string("DBox", "0", ds_list_string) ini_write_real("Misc", "01", global.tinypuzzle) for (var i = 0; i < array_length_1d(global.ruins_flag); i++) ini_write_real("RuinsFlags", string(i), global.ruins_flag[i]) for (i = 0; i < array_length_1d(global.flag); i++) ini_write_real("Flags", string(i), global.flag[i]) for (i = 0; i < array_length_1d(global.snowdin_flag); i++) ini_write_real("SnowdinFlags", string(i), global.snowdin_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag); i++) ini_write_real("DunesFlags", string(i), global.dunes_flag[i]) for (i = 0; i < array_length_1d(global.dunes_flag_ext); i++) ini_write_real("DunesFlagsExt", string(i), global.dunes_flag_ext[i]) for (i = 0; i < array_length_1d(global.sworks_flag); i++) ini_write_real("SworksFlags", string(i), global.sworks_flag[i]) ini_write_string("SworksFlags", "code", global.factory_code) ds_list_string = ds_list_write(global.factory_code_2) ini_write_string("SworksFlags", "code2", ds_list_string) ini_write_string("SworksFlags", "code3", global.factory_code_3) ini_write_real("SworksFlags", "RbCount", global.sworks_robot_count) for (i = 0; i < global.sworks_robot_count; i++) { ini_write_real("RbSprite", string(i), global.sworks_robot_sprite[i]) ini_write_real("RbX", string(i), global.sworks_robot_x[i]) ini_write_real("RbY", string(i), global.sworks_robot_y[i]) ini_write_real("RbD", string(i), global.sworks_robot_depth[i]) ini_write_real("RbS", string(i), global.sworks_robot_scale[i]) ini_write_real("RbA", string(i), global.sworks_robot_angle[i]) } ini_write_string("SworksFlags", "sworks_id", ds_grid_write(global.sworks_id_grid)) for (i = 0; i < array_length_1d(global.item_stock); i++) ini_write_real("ItemStock", string(i), global.item_stock[i]) for (i = 0; i < array_length_1d(global.hotland_flag); i++) ini_write_real("HotlandFlags", string(i), global.hotland_flag[i]) for (i = 0; i < array_length_1d(global.flowey_flag); i++) ini_write_real("FloweyFlags", string(i), global.flowey_flag[i]) ini_write_real("FloweyFlags", "savenumber", global.flowey_save_number) for (i = 0; i < array_length_1d(global.extra_flag); i++) ini_write_real("ExtraFlags", string(i), global.extra_flag[i]) for (i = 0; i < array_length_1d(global.mail_flag); i++) ini_write_real("MailFlags", string(i), global.mail_flag[i]) ds_list_string = ds_list_write(global.mail_list) ini_write_string("Mail", "0", ds_list_string) ds_list_string = ds_list_write(global.mail_unclaimed_list) ini_write_string("MailUnclaimed", "0", ds_list_string) ini_write_real("Mail", "1", global.mail_count) for (i = 0; i <= 5; i++) ini_write_real("Misc", string(i + 2), global.sideNpc[i]) var ds_map_string = ds_map_write(global.npc_map) ...
()
129
                    scene++
130
                }
131
                else
132
                    scene = 11
133
            }
134
            break
135
        case 10:
136
            clover_shake_strength += 0.01
137
            if (clover_shake_strength >= 2)
138
            {
139
                obj_heart_battle_fighting_yellow_final.image_xscale = 2
140
                obj_heart_battle_fighting_yellow_final.image_yscale = 2
141
                obj_heart_battle_fighting_yellow_final.image_alpha = 1
142
                clover_alpha = 0
143
                audio_play_sound(snd_undertale_flash, 1, 0)
144
                cutscene_advance(10.5)
145
            }
146
            clover_offset_x = irandom_range((-clover_shake_strength), clover_shake_strength)
147
            clover_offset_y = irandom_range((-clover_shake_strength), clover_shake_strength)
148
            break
149
        case 10.5:
150
            obj_heart_battle_fighting_yellow_final.image_xscale = lerp(obj_heart_battle_fighting_yellow_final.image_xscale, 1, 0.1)
151
            soul_overlay_alpha = 1 - (2 - obj_heart_battle_fighting_yellow_final.image_xscale)
152
            if (obj_heart_battle_fighting_yellow_final.image_xscale <= 1.05)
153
            {
154
                obj_heart_battle_fighting_yellow_final.image_xscale = 1
155
                soul_overlay_alpha = 0
156
                cutscene_advance(11)
157
            }
158
            obj_heart_battle_fighting_yellow_final.image_yscale = obj_heart_battle_fighting_yellow_final.image_xscale
159
            break
160
        case 11:
161
            global.battle_music = audio_play_sound(music_flowey[0], 1, 1)
162
            instance_create_depth(0, 0, 0, controller_flowey[0])
163
            obj_heart_battle_fighting_yellow_final.moveable = true
164
            scene++
165
            break
166
        case 12:
167
            cutscene_wait(1)
168
            break
169
        case 13:
170
            scene = 0
171
            intro_noloop = true
172
            break
173
    }
174
175
}
176
else
177
{
178
    if (scene < 19)
179
    {
180
        hp_bar_alpha = lerp(hp_bar_alpha, 1, 0.15)
181
        if (hp_bar_alpha > 0.99)
182
            hp_bar_alpha = 1
183
    }
184
    else
185
    {
186
        hp_bar_alpha = lerp(hp_bar_alpha, 0, 0.25)
187
        if (hp_bar_alpha < 0.01)
188
            hp_bar_alpha = 0
189
    }
190
    if (stage_current == 0)
191
    {
192
        switch scene
193
        {
194
            case 0:
195
                cutscene_wait(switch_timer)
196
                break
197
            case 1:
198
                var fight_end = true
199
                i = 0
200
                while (i < array_length(petal_alive))
201
                {
202
                    if (petal_alive[i] == 1)
203
                    {
204
                        instance_create_depth(0, 0, -999, obj_flowey_battle_screen_glitch_wheel)
205
                        scene++
206
                        fight_end = false
207
                        break
208
                    }
209
                    else
210
                    {
211
                        i++
212
                        continue
213
                    }
214
                }
215
                if (fight_end == true)
216
                    scene = 5
217
                else
218
                    instance_destroy(controller_flowey[0])
219
                break
220
            case 2:
221
                image_alpha -= 0.2
222
                if (image_alpha <= 0)
223
                    scene++
224
                break
225
            case 3:
226
                if (!instance_exists(obj_flowey_battle_screen_glitch_wheel))
227
                {
228
                    instance_create_depth(320, 160, -100, obj_flowey_battle_gray_wheel)
229
                    scene++
230
                }
231
                break
232
            case 5:
233
                if (sprite_index != spr_battle_flowey_gray_neutral_3)
234
                {
235
                    instance_create_depth(0, 0, -99999999, obj_flowey_battle_screen_glitch_fight)
236
                    sprite_index = spr_battle_flowey_gray_neutral_3
237
                }
238
                obj_flowey_battle_phase_2_controller_gray.attack_delay = 3
239
                cutscene_wait(6)
240
                break
241
            case 6:
242
                if (sprite_index != spr_battle_flowey_gray_neutral_2)
243
                {
244
                    instance_create_depth(0, 0, -99999999, obj_flowey_battle_screen_glitch_fight)
245
                    sprite_index = spr_battle_flowey_gray_neutral_2
246
                }
247
                obj_flowey_battle_phase_2_controller_gray.attack_delay = 3.5
248
                cutscene_wait(7)
249
                break
250
            case 7:
251
                if (sprite_index != spr_battle_flowey_gray_neutral_1)
252
                {
253
                    instance_create_depth(0, 0, -99999999, obj_flowey_battle_screen_glitch_fight)
254
                    sprite_index = spr_battle_flowey_gray_neutral_1
255
                }
256
                obj_flowey_battle_phase_2_controller_gray.attack_delay = 4
257
                cutscene_wait(8)
258
                break
259
            case 8:
260
                if (sprite_index != spr_battle_flowey_gray_neutral_0)
261
                {
262
                    instance_create_depth(0, 0, -99999999, obj_flowey_battle_screen_glitch_fight)
263
                    sprite_index = spr_battle_flowey_gray_neutral_0
264
                }
265
                instance_destroy(controller_flowey[0], false)
266
                cutscene_wait(1)
267
                break
268
            case 9:
269
                scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(global.battle_music, 3000)
270
                cutscene_dialogue_final_flowey()
271
                with (msg)
272
                {
273
                    skippable = false
274
                    message_timer = 45
275
                    position = 0
276
                    message[0] = "* Hey."
277
                    if (global.meta_flowey_fight_count >= 3 && (!fun_value_check))
278
                        message[0] = "* ..."
279
                }
280
                break
281
            case 10:
282
                obj_heart_battle_fighting_yellow_final.moveable = true
283
                cutscene_instance_create(0, 0, obj_flowey_battle_gray_spawner_pathetic1)
284
                break
285
            case 11:
286
                if instance_exists(obj_flowey_battle_gray_spawner_pathetic1)
287
                    return;
288
                cutscene_dialogue_final_flowey()
289
                with (msg)
290
                {
291
                    skippable = false
292
                    message_timer = 45
293
                    position = 0
294
                    message[0] = "* Hey!"
295
                    if (global.meta_flowey_fight_count >= 3 && (!fun_value_check))
296
                        message[0] = "* And here we go."
297
                }
298
                break
299
            case 12:
300
                obj_heart_battle_fighting_yellow_final.moveable = true
301
                cutscene_instance_create(0, 0, obj_flowey_battle_gray_spawner_pathetic2)
302
                break
303
            case 13:
304
                if instance_exists(obj_flowey_battle_gray_spawner_pathetic2)
305
                    return;
306
                cutscene_dialogue_final_flowey()
307
                with (msg)
308
                {
309
                    skippable = false
310
                    message_timer = 45
311
                    position = 0
312
                    message[0] = "* Just give up!"
313
                    if ((global.meta_flowey_fight_count >= 1 && global.meta_flowey_fight_count < 3) || (global.meta_flowey_fight_count >= 3 && fun_value_check))
314
                        message[0] = "* Come on!"
315
                    else if (global.meta_flowey_fight_count >= 3)
316
                        message[0] = "* Uh-huh..."
317
                }
318
                break
319
            case 14:
320
                obj_heart_battle_fighting_yellow_final.moveable = true
321
                cutscene_instance_create(0, 0, obj_flowey_battle_gray_spawner_pathetic3)
322
                break
323
            case 15:
324
                if instance_exists(obj_flowey_battle_gray_spawner_pathetic3)
325
                    return;
326
                cutscene_dialogue_final_flowey()
327
                with (msg)
328
                {
329
                    skippable = false
330
                    message_timer = 45
331
                    position = 0
332
                    message[0] = "* WHAT IS WRONG WITH YOU???"
333
                    if (global.meta_flowey_fight_count == 1)
334
                        message[0] = "* Idiot!"
335
                    if (global.meta_flowey_fight_count == 2)
336
                        message[0] = "* Please!"
337
                    if (global.meta_flowey_fight_count >= 3 && (!fun_value_check))
338
                        message[0] = "* I really hate you, you know that?"
339
                    if (global.meta_flowey_fight_count >= 3 && fun_value_check)
340
                        message[0] = "* ..."
341
                }
342
                break
343
            case 16:
344
                obj_heart_battle_fighting_yellow_final.moveable = true
345
                cutscene_instance_create(0, 0, obj_flowey_battle_gray_spawner_pathetic4)
346
                break
347
            case 17:
348
                if instance_exists(obj_flowey_battle_gray_spawner_pathetic4)
349
                    return;
350
                obj_heart_battle_fighting_yellow_final.moveable = false
351
                cutscene_dialogue_final_flowey()
352
                with (msg)
353
                {
354
                    skippable = false
355
                    message_timer = 60
356
                    position = 0
357
                    message[0] = "* Y o u . . ."
358
                    if (global.meta_flowey_fight_count >= 1)
359
                        message[0] = "* . . . . . ."
360
                    if (global.meta_flowey_fight_count >= 3 && fun_value_check)
361
                        message[0] = "* ......"
362
                }
363
                break
364
            case 18:
365
                obj_heart_battle_fighting_yellow_final.x = lerp(obj_heart_battle_fighting_yellow_final.x, 320, 0.2)
366
                obj_heart_battle_fighting_yellow_final.y = lerp(obj_heart_battle_fighting_yellow_final.y, 400, 0.2)
367
                cutscene_wait(3)
368
                break
369
            case 19:
370
                if (!obj_flowey_gray_eyes.alarm[0])
371
                    obj_flowey_gray_eyes.alarm[0] = 90
372
                var camw_old = camera_get_view_width(view_camera[0])
373
                var camh_old = camera_get_view_height(view_camera[0])
374
                var camx_old = camera_get_view_x(view_camera[0])
375
                var camy_old = camera_get_view_y(view_camera[0])
376
                camera_set_view_size(view_camera[0], (camw_old - 0.2), (camh_old - 0.2))
377
                camera_set_view_pos(view_camera[0], (camx_old + 0.1), (camy_old + 0.05))
378
                cutscene_wait(8)
379
                break
380
            case 20:
381
                obj_flowey_gray_eyes.stare_at_screen = false
382
                obj_flowey_gray_eyes.alarm[0] = false
383
                camw_old = camera_get_view_width(view_camera[0])
384
                camh_old = camera_get_view_height(view_camera[0])
385
                camx_old = camera_get_view_x(view_camera[0])
386
                camy_old = camera_get_view_y(view_camera[0])
387
                var camw_new = lerp(camw_old, 640, 0.3)
388
                var camh_new = lerp(camh_old, 480, 0.3)
389
                var camx_new = lerp(camx_old, 0, 0.3)
390
                var camy_new = lerp(camy_old, 0, 0.3)
391
                camera_set_view_size(view_camera[0], camw_new, camh_new)
392
                camera_set_view_pos(view_camera[0], camx_new, camy_new)
393
                if (abs(camw_new - 640) < 0.01)
394
                {
395
                    camera_set_view_size(view_camera[0], 640, 480)
396
                    camera_set_view_pos(view_camera[0], 0, 0)
397
                    scene++
398
                }
399
                break
400
            case 21:
401
                instance_destroy(obj_flowey_gray_eyes)
402
                sprite_index = spr_battle_flowey_gray_sidelook
403
                cutscene_dialogue_final_flowey()
404
                with (msg)
405
                {
406
                    position = 0
407
                    sndfnt = 96
408
                    if (global.meta_flowey_fight_count == 0)
409
                    {
410
                        message[0] = "* ..."
411
                        message[1] = "* Useless..."
412
                        message[2] = "* Even now..."
413
                        message[3] = "* All of it."
414
                    }
415
                    else if (global.meta_flowey_fight_count == 1)
416
                    {
417
                        message[0] = "* ..."
418
                        message[1] = "* Heh."
419
                    }
420
                    else if (global.meta_flowey_fight_count == 2)
421
                    {
422
                        message[0] = "* ..."
423
                        message[1] = "* What is this?"
424
                    }
425
                    else if (global.meta_flowey_fight_count == 3)
426
                        message[0] = "* Great."
427
                    if (global.meta_flowey_fight_count == 3 && fun_value_check)
428
                        message[0] = "* . . . . . ."
429
                }
430
                break
431
            case 22:
432
                cutscene_instance_create(x, y, obj_flowey_battle_screen_glitch_ending)
433
                break
434
            case 23:
435
                cutscene_wait(0.1)
436
                break
437
            case 24:
438
                instance_destroy()
439
                instance_create_depth(320, 220, -100, obj_flowey_battle_final_ending_cutscene)
440
                obj_flowey_battle_final_ending_cutscene.fun_value_check = fun_value_check
441
                break
442
        }
443
444
    }
445
    if (stage_switch != -1)
446
    {
447
        if (!instance_exists(obj_flowey_battle_phase_2_transition))
448
            instance_create(0, 0, obj_flowey_battle_phase_2_transition)
449
        else if (obj_flowey_battle_phase_2_transition.fade_out == true)
450
        {
451
            if (stage_switch == 0)
452
            {
453
                scene = 0
454
                if (petal_count < 6)
455
                    switch_timer = 20
456
                instance_create_depth(320, 140, -100, obj_flowey_battle_phase_2_green_petal_spawner)
457
                obj_heart_battle_fighting_yellow_final.is_charging = false
458
                obj_heart_battle_fighting_yellow_final.sprite_index = spr_heart_yellow_down
459
                obj_heart_battle_fighting_yellow_final.image_index = 0
460
                obj_heart_battle_fighting_yellow_final.image_speed = 0
461
                obj_heart_battle_fighting_yellow_final.alarm[1] = -1
462
                petal_count -= 1
463
                if (petal_count == 4 || petal_count == 2 || petal_count == 0)
464
                    scr_battle_save
scr_battle_save

function scr_battle_save() //gml_Script_scr_battle_save { if file_exists("tempsave.sav") file_delete("tempsave.sav") ini_open("tempsave.sav") ini_write_real("Save1", "HP", global.current_hp_self) ini_write_real("Save1", "MAXHP", global.max_hp_self) ini_write_real("Save1", "PP", global.current_pp_self) ini_write_real("Save1", "MAXPP", global.max_pp_self) ini_write_real("Save1", "SP", global.current_sp_self) ini_write_real("Save1", "MAXSP", global.max_sp_self) ini_write_real("Save1", "AT - Primary", global.player_attack) ini_write_real("Save1", "AT - Secondary", global.player_weapon_modifier_attack) ini_write_real("Save1", "DFP", global.player_defense) ini_write_real("Save1", "DFS", global.player_armor_modifier_defense) ini_write_real("Save1", "LV", global.player_level) ini_write_real("Save1", "EXP", global.player_exp) ini_write_real("Save1", "Gold", global.player_gold) ini_write_string("Save1", "Armor", global.player_armor) ini_write_string("Save1", "Ammo", global.player_weapon_modifier) ini_write_string("Save1", "Weapon", global.player_weapon) ini_write_string("Save1", "Accessory", global.player_armor_modifier) ini_write_string("Save1", "rmName", global.saveroom) ini_write_string("Save1", "playerSprite", global.player_sprites) ini_write_real("Save1", "ffight", global.fighting_flowey) if instance_exists(obj_radio) ini_write_real("Save1", "owms", obj_radio.bgm) var inv1 = global.item_slot[1] ini_write_string("Items", "00", global.item_slot[1]) ini_write_string("Items", "01", global.item_slot[2]) ini_write_string("Items", "02", global.item_slot[3]) ini_write_string("Items", "03", global.item_slot[4]) ini_write_string("Items", "04", global.item_slot[5]) ini_write_string("Items", "05", global.item_slot[6]) ini_write_string("Items", "06", global.item_slot[7]) ini_write_string("Items", "07", global.item_slot[8]) if (global.battle_enemy_name == "flowey") { ini_write_real("Special", "0", global.flowey_battle_1_phase) var list_string = ds_list_write(global.flowey_attack_list) ini_write_string("Special", "1", list_string) list_string = ds_list_write(global.flowey_stolen_attack_list) ini_write_string("Special", "2", list_string) list_string = ds_list_write(global.flowey_room_list) ini_write_string("Special", "3", list_string) ini_write_real("Special", "4", global.flowey_attack_number) } else if (global.battle_enemy_name == "flowey2") { for (var i = 0; i < array_length(obj_flowey_battle_final.petal_alive); i++) ini_write_real("petal", string(i), obj_flowey_battle_final.petal_alive[i]) ini_write_real("petal", "count", obj_flowey_battle_final.petal_count) } ini_close() }
()
465
            }
466
            sprite_index = sprite_flowey[stage_switch]
467
            image_alpha = 1
468
            instance_destroy(obj_flowey_battle_gray_wheel_petals_special)
469
            instance_destroy(obj_flowey_battle_gray_wheel)
470
            if instance_exists(obj_flowey_battle_gray_vine_grab)
471
            {
472
                obj_flowey_battle_gray_vine_grab.sprite_index = spr_battle_flowey_gray_ungrab
473
                obj_flowey_battle_gray_vine_grab.image_index = 0
474
                obj_flowey_battle_gray_vine_grab.image_speed = 1
475
            }
476
            audio_stop_sound(global.battle_music)
477
            global.battle_music = audio_play_sound(music_flowey[stage_switch], 1, 1)
478
            for (i = 0; i < array_length(controller_flowey); i++)
479
            {
480
                if (i != stage_switch && instance_exists(controller_flowey[i]))
481
                    instance_destroy(controller_flowey[i])
482
                if (i == stage_switch && (!instance_exists(controller_flowey[i])))
483
                {
484
                    instance_create_depth(0, 0, 0, controller_flowey[i])
485
                    obj_heart_battle_fighting_yellow_final.moveable = true
486
                    obj_heart_battle_fighting_parent.can_shoot = true
487
                }
488
            }
489
            stage_current = stage_switch
490
            stage_switch = -1
491
        }
492
    }
493
}