1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
walk_speed = global.speed_self + (1 * sign(global.current_sp_self)); |
4 |
if (room == rm_battle_flowey_phase_2) |
5 |
walk_speed += 2; |
6 |
base_sprite = 1662; |
7 |
image_speed = 0; |
8 |
image_index = 0; |
9 |
vulnerable = true; |
10 |
moveable = false; |
11 |
hsp_factor = 0; |
12 |
vsp_factor = 0; |
13 |
x_previous = x; |
14 |
y_previous = y; |
15 |
last_move_x = 0; |
16 |
last_move_y = 0; |
17 |
move_x_count = 0; |
18 |
move_y_count = 0; |
19 |
idle_x_count = 0; |
20 |
idle_y_count = 0; |
21 |
max_move_counter = 100; |
22 |
last_hsp = 0; |
23 |
last_vsp = 0; |
24 |
move_hsp_count = 0; |
25 |
move_vsp_count = 0; |
26 |
idle_hsp_count = 0; |
27 |
idle_vsp_count = 0; |
28 |
max_speed_counter = 100; |
29 |
var player_character = global.player_character; |
30 |
instance_create(x, y, obj_heart_red_hitbox); |
31 |
if (global.current_pp_self > 0) |
32 |
instance_create(x, y, obj_heart_battle_effect_glow); |
33 |
event_user(0); |
34 |
x_list = ds_list_create(); |
35 |
y_list = ds_list_create(); |
36 |
max_points_trail = 5; |
37 |
trail_cc_max = 3; |
38 |
trail_cc_start = trail_cc_max - 1; |
39 |
trail_cc_current = trail_cc_start; |
40 |
trail_sprite = 1677; |
41 |
shoot_delay = 5; |
42 |
shoot_buffer = 0; |
43 |
can_shoot = true; |
44 |
can_charge = true; |
45 |
turn_angle_target = 90; |
46 |
turn_state = 0; |
47 |
charge_percentage = 0; |
48 |
charge_time = 30; |
49 |
charge_time_max = 30; |
50 |
is_charged = false; |
51 |
is_charging = false; |
52 |
charge_sound = 0; |
53 |
charged_shot_type = 1; |
54 |
blast_is_firing = false; |
55 |
switch (global.battle_enemy_name) |
56 |
{ |
57 |
case "martlet genocide final": |
58 |
charged_shot_type = 2; |
59 |
break; |
60 |
default: |
61 |
charged_shot_type = 1; |
62 |
break; |
63 |
} |
64 |
dash_buffered = false; |
65 |
dash_overlay = 0; |
66 |
dash_speed = walk_speed * 3; |
67 |
is_dashing = false; |
68 |
dash_distance = 4; |
69 |
dash_timer = dash_distance; |
70 |
move_x_dash = 0; |
71 |
move_y_dash = 0; |
72 |
dash_delay = 4; |
73 |
dash_delay_max = 4; |
74 |
dash_grace = 0; |
75 |
dash_grace_max = 3; |
76 |
can_dash = true; |
77 |
can_cancel_dash = true; |
78 |
draw_sprite_hurt = false; |
79 |
if (room == rm_battle_flowey_phase_2) |
80 |
sprite_index = spr_heart_yellow_down; |