1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
instance_create_depth(0, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_vine_thick); |
4 |
var vine2 = instance_create_depth(640, 0, obj_flowey_battle_final.depth + 1, obj_flowey_battle_phase_2_vine_thick); |
5 |
vine2.image_xscale = -1; |
6 |
instance_create_depth(16, -48, obj_flowey_battle_final.depth + 3, obj_flowey_battle_phase_2_vine_spinny); |
7 |
var spin2 = instance_create_depth(624, -48, obj_flowey_battle_final.depth + 3, obj_flowey_battle_phase_2_vine_spinny); |
8 |
spin2.spin_speed *= -1; |
9 |
var thorn_number = 10; |
10 |
var thorn_pos_multiplier = 0.1; |
11 |
var spawn_depth = obj_flowey_battle_final.depth + 2; |
12 |
var left_weakpoint_pos = "top"; |
13 |
var right_weakpoint_pos = "top"; |
14 |
var left_weakpoint_number = irandom_range(0, 4); |
15 |
var right_weakpoint_number = irandom_range(5, 9); |
16 |
for (var i = 0; i < thorn_number; i++) |
17 |
{ |
18 |
var thorn; |
19 |
if (left_weakpoint_number == i && left_weakpoint_pos == "bottom") |
20 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_weakpoint); |
21 |
else |
22 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_thorn); |
23 |
with (thorn) |
24 |
{ |
25 |
path_start(pt_flowey_battle_phase_2_paper_left, 2, path_action_restart, true); |
26 |
path_position = thorn_pos_multiplier * i; |
27 |
} |
28 |
if (left_weakpoint_number == i && left_weakpoint_pos == "top") |
29 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_weakpoint); |
30 |
else |
31 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_thorn); |
32 |
with (thorn) |
33 |
{ |
34 |
path_start(pt_flowey_battle_phase_2_paper_left_top, 2, path_action_restart, true); |
35 |
path_position = (thorn_pos_multiplier * 0.5) + (thorn_pos_multiplier * i); |
36 |
} |
37 |
if (right_weakpoint_number == i && right_weakpoint_pos == "bottom") |
38 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_weakpoint); |
39 |
else |
40 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_thorn); |
41 |
with (thorn) |
42 |
{ |
43 |
path_start(pt_flowey_battle_phase_2_paper_right, 2, path_action_restart, true); |
44 |
path_position = thorn_pos_multiplier * i; |
45 |
} |
46 |
if (right_weakpoint_number == i && right_weakpoint_pos == "top") |
47 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_weakpoint); |
48 |
else |
49 |
thorn = instance_create_depth(0, 0, spawn_depth, obj_flowey_battle_phase_2_paper_thorn); |
50 |
with (thorn) |
51 |
{ |
52 |
path_start(pt_flowey_battle_phase_2_paper_right_top, 2, path_action_restart, true); |
53 |
path_position = (thorn_pos_multiplier * 0.5) + (thorn_pos_multiplier * i); |
54 |
} |
55 |
} |
56 |
instance_create_depth(0, 0, -100, obj_flowey_battle_paper_plane_spawner); |
57 |
instance_create_depth(0, 0, -100, obj_flowey_battle_paper_ball_spawner); |
58 |
instance_create_depth(0, 0, -100, obj_flowey_battle_paper_ball_thrown_spawner); |
59 |
destroy_noloop = false; |