if live_call() return global.live_result; if instance_exists(obj_battle_enemy_attack_parent) { with (obj_battle_enemy_attack_parent) { image_alpha -= 0.3 if (image_alpha <= 0) instance_destroy() } } switch scene { case 0: image_xscale += 0.1 image_yscale = image_xscale if (image_xscale >= 1.5) { image_xscale = 1.5 image_yscale = 1.5 image_alpha = 1 scene++ } image_alpha = image_xscale / 1.5 break case 1: image_xscale -= 0.1 image_yscale = image_xscale if (image_xscale <= 1) { image_xscale = 1 image_yscale = 1 scr_screenshake_battle(6, 3) with (obj_flowey_battle_gray_wheel_petal_gray) active = true scene++ } break case 2: if (!instance_exists(obj_flowey_battle_gray_vine_for_grab)) { audio_play_sound(snd_undertale_spearrise, 1, 0) instance_create_depth(-10, obj_heart_battle_fighting_parent.y, -100, obj_flowey_battle_gray_vine_for_grab) with (instance_create_depth(650, obj_heart_battle_fighting_parent.y, -100, obj_flowey_battle_gray_vine_for_grab)) { image_xscale = -1 hspeed *= -1 } } scene++ break case 3: break case 4: for (var i = 0; i < 6; i++) { if obj_flowey_battle_final.petal_alive[i] { var petal = instance_create_depth(x, y, (depth + 1), obj_flowey_battle_gray_wheel_petals_special) petal.sprite_index = petal_sprite_special[i] petal.direction = i * 60 petal.petal_phase_number = i + 1 } } scene++ break case 5: cutscene_wait(0.5) break case 6: cutscene_sfx_play(snd_f_whatwouldyoulike, 1) break case 7: if (!alarm[0]) alarm[0] = 30 if (spin_speed < spin_speed_max) spin_speed += 0.5 var shake_modifier = spin_speed / spin_speed_max x = xstart y = ystart x += ((choose(-1, 1)) * shake_modifier) y += ((choose(-1, 1)) * shake_modifier) with (obj_flowey_battle_gray_wheel_petals_special) direction += other.spin_speed break case 8: if (spin_speed > 0) spin_speed -= 0.5 else { x = xstart y = ystart scene++ return; } with (obj_flowey_battle_gray_wheel_petals_special) direction += other.spin_speed shake_modifier = spin_speed / spin_speed_max x = xstart y = ystart x += ((choose(-1, 1)) * shake_modifier) y += ((choose(-1, 1)) * shake_modifier) break case 9: audio_play_sound(snd_f_great, 1, 0) scene++ break case 10: cutscene_wait(1) break case 11: obj_flowey_battle_final.stage_switch = wheel_phase_number scene++ break }