|
1
|
if (live_call())
|
|
2
|
return global.live_result;
|
|
3
|
image_speed = 0.4;
|
|
4
|
image_index = 3;
|
|
5
|
var boom = audio_play_sound(snd_ceroba_boom, 20, 0);
|
|
6
|
audio_sound_set_track_position(boom, 0.35);
|
|
7
|
alarm[0] = 3 / image_speed; gml_Object_obj_battle_enemy_attack_flowey_explosion_Alarm_0.gml
instance_create(x, y, obj_battle_enemy_attack_guardener_dynamite_ring);
screenshake = true;
|
|
8
|
screenshake = false;
|
|
9
|
screenshake_max = 5;
|
|
10
|
var pellet_number = 12;
|
|
11
|
var pellet_number_inc = 30;
|
|
12
|
for (var i = 0; i < pellet_number; i++)
|
|
13
|
{
|
|
14
|
var bullet = instance_create_depth(x, y, -1000, obj_battle_enemy_attack_fpellets_simple);
|
|
15
|
bullet.direction = (i + 1) * pellet_number_inc;
|
|
16
|
bullet.speed = 7;
|
|
17
|
}
|
|
18
|
var xx = obj_flowey_1_attack_10_creator.flowey_face_x;
|
|
19
|
var yy = obj_flowey_1_attack_10_creator.flowey_face_y;
|
|
20
|
if (rectangle_in_rectangle(bbox_left, bbox_top, bbox_right, bbox_bottom, xx - 124, yy - 84, xx + 124, yy + 84))
|
|
21
|
obj_flowey_1_attack_10_creator.flowey_hit = true;
|