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gml_GlobalScript_scr_start_enemy_attacking_flowey

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function scr_start_enemy_attacking_flowey
scr_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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{
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    instance_create(319, 320, obj_dialogue_box_battle_transformation_any);
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    if (global.enemy_attack == "Flowey Corrupt Attack 2")
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    {
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        instance_create(0, 0, obj_battle_el_bailador_controller);
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        instance_create_depth(0, 0, -1000, obj_battle_enemy_attack_bailador_checker_corrupt);
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        with (obj_dialogue_box_battle_transformation_any)
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        {
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            sc_able = true;
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            sc_direction = "In";
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            sc_dcurrent = 0;
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            sc_speed = 0.1;
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            sc_in_script = scr_start_enemy_attacking_flowey_ext;
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            sc_out_script = scr_sme_yellow_rhythm_out_script_el_bailador;
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            sc_sprite = 1646;
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        }
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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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    }
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    else if (global.enemy_attack == "Flowey Corrupt Attack 5")
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    {
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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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        instance_create(0, 0, obj_battle_enemy_attack_axis_shield);
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        with (obj_heart_battle_fighting_parent)
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            moveable = true;
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    }
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    else
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    {
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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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    }
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}