1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
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;
} ("flowey2", "void", "void"); |
4 |
depth = -100; |
5 |
speed = 6; |
6 |
direction = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
7 |
destroy_self = false; |
8 |
alarm[0] = 160; |
9 |
for (var i = 0; i < 4; i++) |
10 |
{ |
11 |
var spawn_dir = i * 90; |
12 |
var spike = instance_create_depth(x + lengthdir_x(120, spawn_dir), y + lengthdir_y(120, spawn_dir), -100, obj_flowey_battle_gray_fella_spikes); |
13 |
spike.spawner = id; |
14 |
spike.orbit_direction = spawn_dir; |
15 |
} |