1 |
var box = 3154; |
2 |
switch (scene) |
3 |
{ |
4 |
case 0: |
5 |
cutscene_wait(0.5); |
6 |
break; |
7 |
case 1: |
8 |
var flower = instance_create_depth(320, box.bbox_bottom - 4, obj_heart_battle_fighting_parent.depth - 1, obj_guardener_flower_corrupt); |
9 |
flower.image_xscale = 1; |
10 |
flower.image_yscale = 1; |
11 |
cutscene_advance(); |
12 |
break; |
13 |
case 2: |
14 |
cutscene_wait(1.4); |
15 |
break; |
16 |
case 3: |
17 |
var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 40, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm); |
18 |
arm.launch_dir = "right"; |
19 |
arm.image_angle = 90; |
20 |
arm.arm_return = 5; |
21 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
return 3;
else
return 0;
} ("flowey", "void", "void"); |
22 |
cutscene_advance(); |
23 |
break; |
24 |
case 4: |
25 |
cutscene_wait(0.3); |
26 |
break; |
27 |
case 5: |
28 |
var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 70, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm); |
29 |
arm.launch_dir = "right"; |
30 |
arm.image_angle = 0; |
31 |
arm.arm_return = 5; |
32 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
return 3;
else
return 0;
} ("flowey", "void", "void"); |
33 |
cutscene_advance(); |
34 |
break; |
35 |
case 6: |
36 |
cutscene_wait(0.3); |
37 |
break; |
38 |
case 7: |
39 |
var arm = instance_create_depth(box.bbox_left - 5, box.bbox_top + 100, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm); |
40 |
arm.launch_dir = "right"; |
41 |
arm.image_angle = 90; |
42 |
arm.arm_return = 5; |
43 |
arm.damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
return 3;
else
return 0;
} ("flowey", "void", "void"); |
44 |
cutscene_advance(); |
45 |
break; |
46 |
case 8: |
47 |
cutscene_wait(1); |
48 |
break; |
49 |
case 9: |
50 |
obj_guardener_flower_corrupt.sprite_index = spr_guardener_plant_disappear; |
51 |
obj_guardener_flower_corrupt.image_speed = 1; |
52 |
cutscene_advance(); |
53 |
break; |
54 |
case 10: |
55 |
if (!instance_exists(obj_guardener_flower_corrupt)) |
56 |
{ |
57 |
cutscene_wait(1.5); |
58 |
break; |
59 |
} |
60 |
break; |
61 |
case 11: |
62 |
instance_destroy(); |
63 |
break; |
64 |
} |