|
4
|
damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemy
function 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");
|
|
10
|
alarm[0] = 40; gml_Object_obj_flowey_1_attack_8_soul_Alarm_0.gml
if (live_call())
return global.live_result;
if (soul_switch_treshold > 0)
{
soul_switch_treshold -= 1;
}
else
{
instance_create_depth(0, 0, -9999, obj_flowey_battle_screen_glitch);
x = obj_heart_battle_fighting_parent.x;
y = obj_heart_battle_fighting_parent.y;
with (obj_heart_battle_fighting_parent)
{
x = other.xprevious;
y = other.yprevious;
vulnerable = false;
alarm[0] = 10;
}
exit;
}
sprite_index = spr_heart_yellow_down;
audio_play_sound(snd_bullet_warning, 1, 0);
alarm[0] = 7;
alarm[1] = 3;
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