| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
walk_speed = global.speed_self + (1 * sign(global.current_sp_self)); |
| 4 |
if (room == rm_battle_flowey_phase_2) |
| 5 |
walk_speed += 2; |
| 6 |
base_sprite = 1662; |
| 7 |
image_speed = 0; |
| 8 |
image_index = 0; |
| 9 |
vulnerable = true; |
| 10 |
moveable = false; |
| 11 |
hsp_factor = 0; |
| 12 |
vsp_factor = 0; |
| 13 |
x_previous = x; |
| 14 |
y_previous = y; |
| 15 |
last_move_x = 0; |
| 16 |
last_move_y = 0; |
| 17 |
move_x_count = 0; |
| 18 |
move_y_count = 0; |
| 19 |
idle_x_count = 0; |
| 20 |
idle_y_count = 0; |
| 21 |
max_move_counter = 100; |
| 22 |
last_hsp = 0; |
| 23 |
last_vsp = 0; |
| 24 |
move_hsp_count = 0; |
| 25 |
move_vsp_count = 0; |
| 26 |
idle_hsp_count = 0; |
| 27 |
idle_vsp_count = 0; |
| 28 |
max_speed_counter = 100; |
| 29 |
var player_character = global.player_character; |
| 30 |
instance_create(x, y, obj_heart_red_hitbox); |
| 31 |
if (global.current_pp_self > 0) |
| 32 |
instance_create(x, y, obj_heart_battle_effect_glow); |
| 33 |
event_user(0); |
| 34 |
x_list = ds_list_create(); |
| 35 |
y_list = ds_list_create(); |
| 36 |
max_points_trail = 5; |
| 37 |
trail_cc_max = 3; |
| 38 |
trail_cc_start = trail_cc_max - 1; |
| 39 |
trail_cc_current = trail_cc_start; |
| 40 |
trail_sprite = 1677; |
| 41 |
shoot_delay = 5; |
| 42 |
shoot_buffer = 0; |
| 43 |
can_shoot = true; |
| 44 |
can_charge = true; |
| 45 |
turn_angle_target = 90; |
| 46 |
turn_state = 0; |
| 47 |
charge_percentage = 0; |
| 48 |
charge_time = 30; |
| 49 |
charge_time_max = 30; |
| 50 |
is_charged = false; |
| 51 |
is_charging = false; |
| 52 |
charge_sound = 0; |
| 53 |
charged_shot_type = 1; |
| 54 |
blast_is_firing = false; |
| 55 |
switch (global.battle_enemy_name) |
| 56 |
{ |
| 57 |
case "martlet genocide final": |
| 58 |
charged_shot_type = 2; |
| 59 |
break; |
| 60 |
default: |
| 61 |
charged_shot_type = 1; |
| 62 |
break; |
| 63 |
} |
| 64 |
dash_buffered = false; |
| 65 |
dash_overlay = 0; |
| 66 |
dash_speed = walk_speed * 3; |
| 67 |
is_dashing = false; |
| 68 |
dash_distance = 4; |
| 69 |
dash_timer = dash_distance; |
| 70 |
move_x_dash = 0; |
| 71 |
move_y_dash = 0; |
| 72 |
dash_delay = 4; |
| 73 |
dash_delay_max = 4; |
| 74 |
dash_grace = 0; |
| 75 |
dash_grace_max = 3; |
| 76 |
can_dash = true; |
| 77 |
can_cancel_dash = true; |
| 78 |
draw_sprite_hurt = false; |
| 79 |
if (room == rm_battle_flowey_phase_2) |
| 80 |
sprite_index = spr_heart_yellow_down; |