gml_Object_obj_heart_death_screen_flowey_Alarm_1.gmlno_loop = true;
script_execute(scr_battle_load);
script_execute(scr_determine_death_count_yellow);
instance_destroy();
switch (global.battle_enemy_name)
{
case "flowey":
room_goto(
rm_battle_flowey Flowey - Phase 1 Battle Room);
break;
case "flowey2":
room_goto(
rm_battle_flowey_phase_2 Flowey - Phase 2 Battle Room);
break;
default:
room_goto(
rm_battle Battle room);
break;
}
var glitch = instance_create(x, y, obj_flowey_battle_screen_glitch_fight);
glitch.persistent = true;
glitch.alarm[0] = 9;
audio_play_sound(snd_flowey_glitch_yellow, 1, 0);
obj_pl.state = scr_frozen_state;