if live_call() return global.live_result; damage_number = scr_determine_damage_number_enemy("el bailador", "el bailador", "el bailador") if (global.battle_enemy_name == "flowey") damage_number = scr_determine_damage_number_enemy("flowey", "flowey", "flowey") var generator = obj_sme_yellow_rhythm_generator box = obj_dialogue_box_battle_transformation_any image_speed = 0 if (x == generator.dj_note_center_x) image_index = 1 else if (x == generator.dj_note_right_x) image_index = 2 else image_index = 0 image_alpha_val = 0 image_alpha = image_alpha_val fade_in_speed = 0.2 note_speed = generator.note_speed note_sound = generator.note_sound damage_pos_x = generator.damage_pos_x damage_pos_y = generator.damage_pos_y hit_extend_neg = 20 end_boundary = box.bbox_top + obj_sme_yellow_rhythm_generator.note_speed_numerator in_hint_boundary = false hint_marker_scale = 1 hit_marker_scale_dir = 1 hint_marker_alpha = 0.4 note_destroy = false