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gml_Object_obj_flowey_1_attack_intermission_hands_Step_0

related scripts: Create_0Destroy_0Draw_0Other_5Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
y -= 0.3;
4
var xp = x;
5
var yp = y;
6
part_emitter_region(global.ps, global.pe_hands_copy, xp - 640, xp + 640, (yp - 1) + y_offset, yp + 1 + y_offset, 0, 0);
7
part_emitter_region(global.ps, global.pe_hands, xp - 640, xp + 640, (yp - 1) + y_offset, yp + 1 + y_offset, 0, 0);
8
var soul = 2981;
9
if (rectangle_in_rectangle(soul.bbox_left, soul.bbox_top, soul.bbox_right, soul.bbox_bottom, 0, y, 640, y + 480))
10
    
scr_battle_damage_player
scr_battle_damage_player

function
scr_battle_damage_player()
{ var damage = (global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense) + 10; global.current_hp_self -= damage; audio_play_sound(snd_hurt, 1, 0); with (obj_heart_battle_fighting_parent) { vulnerable = false; global.hit_self = true; alarm[0] = global.invulnerability_self; } }
();