if live_call() return global.live_result; walk_speed = global.speed_self + 1 * sign(global.current_sp_self) if (room == rm_battle_flowey_phase_2) walk_speed += 2 base_sprite = 1662 image_speed = 0 image_index = 0 vulnerable = true moveable = false hsp_factor = 0 vsp_factor = 0 x_previous = x y_previous = y last_move_x = 0 last_move_y = 0 move_x_count = 0 move_y_count = 0 idle_x_count = 0 idle_y_count = 0 max_move_counter = 100 last_hsp = 0 last_vsp = 0 move_hsp_count = 0 move_vsp_count = 0 idle_hsp_count = 0 idle_vsp_count = 0 max_speed_counter = 100 var player_character = global.player_character instance_create(x, y, obj_heart_red_hitbox) if (global.current_pp_self > 0) instance_create(x, y, obj_heart_battle_effect_glow) event_user(0) x_list = ds_list_create() y_list = ds_list_create() max_points_trail = 5 trail_cc_max = 3 trail_cc_start = trail_cc_max - 1 trail_cc_current = trail_cc_start trail_sprite = 1677 shoot_delay = 5 shoot_buffer = 0 can_shoot = true can_charge = true turn_angle_target = 90 turn_state = 0 charge_percentage = 0 charge_time = 30 charge_time_max = 30 is_charged = false is_charging = false charge_sound = 0 charged_shot_type = 1 blast_is_firing = false switch global.battle_enemy_name { case "martlet genocide final": charged_shot_type = 2 break default: charged_shot_type = 1 break } dash_buffered = false dash_overlay = 0 dash_speed = walk_speed * 3 is_dashing = false dash_distance = 4 dash_timer = dash_distance move_x_dash = 0 move_y_dash = 0 dash_delay = 4 dash_delay_max = 4 dash_grace = 0 dash_grace_max = 3 can_dash = true can_cancel_dash = true draw_sprite_hurt = false if (room == rm_battle_flowey_phase_2) sprite_index = spr_heart_yellow_down