1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
instance_create_depth(0, 480, -510, obj_flowey_1_attack_intermission_hands); |
4 |
var box = 3154; |
5 |
obj_battle_hp_max_self.depth = depth - 999; |
6 |
obj_battle_hp_current_self.depth = depth - 1000; |
7 |
obj_text_hp.depth = depth - 1000; |
8 |
obj_text_hp_stat.y = 9999; |
9 |
obj_text_hp.y = 20; |
10 |
obj_text_hp_stat.y = 20; |
11 |
obj_battle_flowey_body_1.depth = box.depth + 1; |
12 |
flowey_face_sprite = 2602; |
13 |
flowey_face_x = 320; |
14 |
flowey_face_y = 140; |
15 |
scene = 0; |
16 |
transition_overlay_alpha = 0; |
17 |
transition_stage = 0; |
18 |
can_transition = false; |
19 |
distort_current = 0; |
20 |
cutscene_timer = 0; |
21 |
room_transition = false; |
22 |
instance_destroy(obj_battle_flowey_body_1); |