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1
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function scr_start_enemy_attacking_floweyscr_start_enemy_attacking_flowey
function scr_start_enemy_attacking_flowey()
{
instance_create(319, 320, obj_dialogue_box_battle_transformation_any);
if (global.enemy_attack == "Flowey Corrupt Attack 2")
{
instance_create(0, 0, obj_battle_el_bailador_controller);
instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_bailador_checker_corrupt);
with (obj_dialogue_box_battle_transformation_any)
{
sc_able = true;
sc_direction = "In";
sc_dcurrent = 0;
sc_speed = 0.1;
sc_in_script = scr_start_enemy_attacking_flowey_ext;
sc_out_script = scr_sme_yellow_rhythm_out_script_el_bailador;
sc_sprite = 1646;
}
instance_create(obj_dialogue_box_battle_transformation_any.x, obj_dialogue_box_battle_transformation_any.y, obj_heart_battle_fighting_red);
}
else if (global.enemy_attack == "Flowey Corrupt Attack 5")
{
instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_axis);
instance_create(0, 0, obj_battle_enemy_attack_axis_shield);
with (obj_heart_battle_fighting_parent)
moveable = true;
}
else
{
instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_red);
with (obj_heart_battle_fighting_parent)
moveable = true;
}
} ()
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2
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{
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3
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instance_create(319, 320, obj_dialogue_box_battle_transformation_any);
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4
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if (global.enemy_attack == "Flowey Corrupt Attack 2")
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5
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{
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6
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instance_create(0, 0, obj_battle_el_bailador_controller);
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7
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instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_bailador_checker_corrupt);
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8
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with (obj_dialogue_box_battle_transformation_any)
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9
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{
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10
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sc_able = true;
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sc_direction = "In";
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12
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sc_dcurrent = 0;
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13
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sc_speed = 0.1;
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14
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sc_in_script = scr_start_enemy_attacking_flowey_ext;
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15
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sc_out_script = scr_sme_yellow_rhythm_out_script_el_bailador;
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16
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sc_sprite = 1646;
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17
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}
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18
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instance_create(obj_dialogue_box_battle_transformation_any.x, obj_dialogue_box_battle_transformation_any.y, obj_heart_battle_fighting_red);
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19
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}
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20
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else if (global.enemy_attack == "Flowey Corrupt Attack 5")
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21
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{
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22
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instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_axis);
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23
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instance_create(0, 0, obj_battle_enemy_attack_axis_shield);
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24
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with (obj_heart_battle_fighting_parent)
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25
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moveable = true;
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26
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}
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else
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28
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{
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29
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instance_create(round(obj_dialogue_box_battle_transformation_any.bbox_left + ((obj_dialogue_box_battle_transformation_any.bbox_right - obj_dialogue_box_battle_transformation_any.bbox_left) / 2)), round(obj_dialogue_box_battle_transformation_any.bbox_top + ((obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top) / 2)), obj_heart_battle_fighting_red);
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with (obj_heart_battle_fighting_parent)
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moveable = true;
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32
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}
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}
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