if live_call() return global.live_result; var box = obj_dialogue_box_battle_transformation_any var attack_delay = 15 instance_create_depth(box.x, (box.bbox_top - 80), -1000, obj_flowey_1_attack_9_head) obj_flowey_1_attack_9_head.alarm[0] = attack_delay flowey_ystart = obj_battle_flowey_body_1.y obj_battle_flowey_body_1.y = -1000 var y_offset_start = box.bbox_top - 10 var y_offset_inc = 40 var thorn_number = 10 var side_last = 1 for (var i = 0; i < thorn_number; i++) { var yy = y_offset_start + i * y_offset_inc if (side_last == 1) { var thorn = instance_create_depth((box.bbox_left + 15), yy, -100, obj_flowey_1_attack_9_thorns) thorn.image_index = 0 } else { thorn = instance_create_depth((box.bbox_right - 15), yy, -100, obj_flowey_1_attack_9_thorns) thorn.image_index = 7 } side_last *= -1 } alarm[0] = room_speed * 7