1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
if (room == rm_battle_flowey) |
4 |
{ |
5 |
obj_dialogue_box_battle_transformation_any.depth = -500; |
6 |
obj_battle_hp_current_self.y = 20; |
7 |
obj_battle_hp_max_self.y = 20; |
8 |
obj_text_hp.y = 25; |
9 |
obj_text_hp_stat.y = 9999; |
10 |
obj_heart_battle_fighting_parent.depth = -501; |
11 |
} |
12 |
flowey_face_sprite = 2602; |
13 |
if (global.flowey_battle_1_phase == 1) |
14 |
{ |
15 |
switch (scene) |
16 |
{ |
17 |
case 1: |
18 |
case 3: |
19 |
case 5: |
20 |
case 7: |
21 |
var dir = irandom_range(0, 359); |
22 |
var xx = obj_heart_battle_fighting_parent.x + lengthdir_x(110, dir); |
23 |
var yy = obj_heart_battle_fighting_parent.y + lengthdir_y(110, dir); |
24 |
instance_create_depth(xx, yy, depth - 1, obj_glowey_1_attack_eye); |
25 |
scene++; |
26 |
break; |
27 |
case 0: |
28 |
case 2: |
29 |
case 4: |
30 |
case 6: |
31 |
cutscene_wait(0.5); |
32 |
break; |
33 |
case 8: |
34 |
var spawner = instance_create_depth(0, 100, -9999, obj_flowey_1_attack_10_flower_spawner); |
35 |
spawner.hspeed = 5; |
36 |
scene++; |
37 |
break; |
38 |
case 9: |
39 |
cutscene_wait(3); |
40 |
break; |
41 |
case 10: |
42 |
instance_create_depth(320, 600, depth + 1, obj_battle_enemy_attack_flower_jump); |
43 |
scene++; |
44 |
break; |
45 |
case 11: |
46 |
cutscene_wait(0.75); |
47 |
break; |
48 |
case 12: |
49 |
instance_create_depth(100, 640, depth + 1, obj_battle_enemy_attack_flower_jump); |
50 |
instance_create_depth(540, 640, depth + 1, obj_battle_enemy_attack_flower_jump); |
51 |
scene++; |
52 |
break; |
53 |
case 13: |
54 |
if (!instance_exists(obj_battle_enemy_attack_flower_jump)) |
55 |
cutscene_wait(3.5); |
56 |
break; |
57 |
case 14: |
58 |
can_transition = true; |
59 |
break; |
60 |
} |
61 |
} |
62 |
else if (global.flowey_battle_1_phase == 2) |
63 |
{ |
64 |
switch (scene) |
65 |
{ |
66 |
case 0: |
67 |
var bullet_count = room_height / 60; |
68 |
var xx = -60; |
69 |
for (var i = 0; i < bullet_count; i++) |
70 |
{ |
71 |
var bullet = instance_create_depth(xx, 30 + (i * 60), -700, obj_flowey_1_attack_flower_lanes); |
72 |
if (xx > 320) |
73 |
{ |
74 |
xx = -60; |
75 |
bullet.hspeed = -10; |
76 |
} |
77 |
else |
78 |
{ |
79 |
xx = 700; |
80 |
bullet.hspeed = 10; |
81 |
} |
82 |
} |
83 |
scene++; |
84 |
break; |
85 |
case 1: |
86 |
cutscene_wait(2); |
87 |
break; |
88 |
case 2: |
89 |
var bullet_count = room_width / 60; |
90 |
var yy = -60; |
91 |
for (var i = 0; i < bullet_count; i++) |
92 |
{ |
93 |
var bullet = instance_create_depth(30 + (60 * i), yy, -700, obj_flowey_1_attack_flower_lanes); |
94 |
if (yy > 320) |
95 |
{ |
96 |
yy = -60; |
97 |
bullet.vspeed = -10; |
98 |
} |
99 |
else |
100 |
{ |
101 |
yy = 560; |
102 |
bullet.vspeed = 10; |
103 |
} |
104 |
} |
105 |
scene++; |
106 |
break; |
107 |
case 3: |
108 |
cutscene_wait(1); |
109 |
break; |
110 |
case 4: |
111 |
var attack = instance_create_depth(room_width + 40, 30, -700, obj_battle_enemy_attack_flower_jump_side); |
112 |
attack.hspeed = -8; |
113 |
scene++; |
114 |
break; |
115 |
case 5: |
116 |
cutscene_wait(0.5); |
117 |
break; |
118 |
case 6: |
119 |
var attack = instance_create_depth(-40, 45, -700, obj_battle_enemy_attack_flower_jump_side); |
120 |
attack.hspeed = 8; |
121 |
scene++; |
122 |
break; |
123 |
case 7: |
124 |
cutscene_wait(0.5); |
125 |
break; |
126 |
case 8: |
127 |
case 10: |
128 |
case 12: |
129 |
case 14: |
130 |
var side = choose(1, 2, 3); |
131 |
var angle = 0; |
132 |
var xx, yy; |
133 |
switch (side) |
134 |
{ |
135 |
case 1: |
136 |
yy = 4; |
137 |
xx = irandom_range(40, 600); |
138 |
angle = 270; |
139 |
break; |
140 |
case 2: |
141 |
xx = room_width - 4; |
142 |
yy = irandom_range(40, 440); |
143 |
angle = 180; |
144 |
break; |
145 |
case 3: |
146 |
xx = 4; |
147 |
yy = irandom_range(40, 440); |
148 |
angle = 0; |
149 |
break; |
150 |
} |
151 |
var new_flowey = instance_create_depth(xx, yy, -700, obj_flowey_1_attack_10_flower); |
152 |
new_flowey.image_angle = angle - 90; |
153 |
scene++; |
154 |
break; |
155 |
case 9: |
156 |
case 11: |
157 |
case 13: |
158 |
cutscene_wait(1); |
159 |
break; |
160 |
case 15: |
161 |
cutscene_wait(3); |
162 |
break; |
163 |
case 16: |
164 |
can_transition = true; |
165 |
break; |
166 |
} |
167 |
} |
168 |
else if (global.flowey_battle_1_phase == 3) |
169 |
{ |
170 |
switch (scene) |
171 |
{ |
172 |
case 0: |
173 |
_bullet_count = 7; |
174 |
scene++; |
175 |
break; |
176 |
case 1: |
177 |
_bullet_count--; |
178 |
var attack = instance_create_depth(irandom_range(80, 560), -45, -700, obj_battle_enemy_attack_flower_jump_side); |
179 |
attack.hspeed = irandom_range(-2, 2); |
180 |
attack.alarm[0] += irandom_range(-10, 10); |
181 |
scene++; |
182 |
break; |
183 |
case 2: |
184 |
cutscene_wait(0.6); |
185 |
break; |
186 |
case 3: |
187 |
if (_bullet_count > 0) |
188 |
cutscene_advance(1); |
189 |
else |
190 |
cutscene_advance(); |
191 |
break; |
192 |
case 4: |
193 |
var spawner = instance_create_depth(320, -50, -9999, obj_flowey_1_attack_10_flower_spawner); |
194 |
spawner.vspeed = 5; |
195 |
scene++; |
196 |
break; |
197 |
case 5: |
198 |
cutscene_wait(3); |
199 |
break; |
200 |
case 6: |
201 |
_bullet_count = 4; |
202 |
scene++; |
203 |
break; |
204 |
case 7: |
205 |
_bullet_count--; |
206 |
var dir = irandom_range(0, 359); |
207 |
var xx = obj_heart_battle_fighting_parent.x + lengthdir_x(110, dir); |
208 |
var yy = obj_heart_battle_fighting_parent.y + lengthdir_y(110, dir); |
209 |
instance_create_depth(xx, yy, depth - 1, obj_glowey_1_attack_eye); |
210 |
scene++; |
211 |
break; |
212 |
case 8: |
213 |
cutscene_wait(0.6); |
214 |
break; |
215 |
case 9: |
216 |
if (_bullet_count > 0) |
217 |
cutscene_advance(7); |
218 |
else |
219 |
cutscene_advance(); |
220 |
break; |
221 |
case 10: |
222 |
cutscene_wait(0.25); |
223 |
break; |
224 |
case 11: |
225 |
var spawner = instance_create_depth(room_width, 100, -9999, obj_flowey_1_attack_10_flower_spawner); |
226 |
spawner.hspeed = -5; |
227 |
scene++; |
228 |
case 12: |
229 |
cutscene_wait(3); |
230 |
break; |
231 |
case 13: |
232 |
can_transition = true; |
233 |
break; |
234 |
} |
235 |
} |
236 |
if (can_transition == true) |
237 |
{ |
238 |
if (instance_exists(obj_heart_battle_fighting_parent)) |
239 |
obj_heart_battle_fighting_parent.vulnerable = false; |
240 |
switch (transition_stage) |
241 |
{ |
242 |
case 0: |
243 |
scene = -1; |
244 |
layer_set_visible("twirl_", true); |
245 |
var _fx_twirl = layer_get_fx("twirl_"); |
246 |
var _params = fx_get_parameters(_fx_twirl); |
247 |
_params.g_DistortAngle = [distort_current]; |
248 |
fx_set_parameters(_fx_twirl, _params); |
249 |
distort_current += 7; |
250 |
if (distort_current >= 200) |
251 |
{ |
252 |
transition_overlay_alpha += 0.05; |
253 |
if (transition_overlay_alpha >= 1) |
254 |
{ |
255 |
persistent = true; |
256 |
ds_list_shuffle(global.flowey_room_list); |
257 |
var next_room = ds_list_find_value(global.flowey_room_list, 0); |
258 |
ds_list_delete(global.flowey_room_list, 0); |
259 |
room = next_room; |
260 |
switch (next_room) |
261 |
{ |
262 |
case 226: |
263 |
obj_pl.x = 170; |
264 |
obj_pl.y = 290; |
265 |
break; |
266 |
case 227: |
267 |
obj_pl.x = 180; |
268 |
obj_pl.y = 130; |
269 |
break; |
270 |
case 228: |
271 |
obj_pl.x = 300; |
272 |
obj_pl.y = 2630; |
273 |
break; |
274 |
case 229: |
275 |
obj_pl.x = 160; |
276 |
obj_pl.y = 120; |
277 |
break; |
278 |
case 230: |
279 |
obj_pl.x = 300; |
280 |
obj_pl.y = 2640; |
281 |
break; |
282 |
case 231: |
283 |
obj_pl.x = 860; |
284 |
obj_pl.y = 40; |
285 |
break; |
286 |
} |
287 |
obj_pl.image_alpha = 1; |
288 |
transition_stage += 1; |
289 |
global.flowey_battle_1_phase += 1; |
290 |
} |
291 |
} |
292 |
break; |
293 |
case 1: |
294 |
if (!instance_exists(obj_flowey_battle_ow_controller)) |
295 |
instance_create(0, 0, obj_flowey_battle_ow_controller); |
296 |
transition_overlay_alpha -= 0.05; |
297 |
if (transition_overlay_alpha <= 0) |
298 |
{ |
299 |
scr_cutscene_end(); |
300 |
instance_destroy(); |
301 |
} |
302 |
break; |
303 |
} |
304 |
} |