alarm[1]no_loop = true
script_execute(gml_Script_scr_battle_load)
script_execute(gml_Script_scr_determine_death_count_yellow)
instance_destroy()
switch global.battle_enemy_name
{
case "flowey":
room_goto(
rm_battle_flowey Flowey - Phase 1 Battle Room)
break
case "flowey2":
room_goto(
rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room)
break
default:
room_goto(
rm_battle Battle room)
break
}
var glitch = instance_create(x, y, obj_flowey_battle_screen_glitch_fight)
glitch.persistent = true
glitch.alarm[0] = 9
audio_play_sound(snd_flowey_glitch_yellow, 1, 0)
obj_pl.state = gml_Script_scr_frozen_state