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function scr_damage_determination_enemy_3scr_damage_determination_enemy_3function scr_damage_determination_enemy_3(argument0) //gml_Script_scr_damage_determination_enemy_3
{
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5)
r = random_range(0, 2)
switch shot_type
{
case "strong":
b = 2.5
break
case "medium":
b = 2
break
default:
b = 1.5
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b)
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5)
r = random_range(0, 2)
b = 1.5
var b_diff = 1 / circle_count
for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_diff
switch st_temp
{
case 3:
b += b_diff
break
case 2:
b += (0.8 * b_diff)
break
default:
b += (0.6 * b_diff)
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * (clamp(b, 1.5, 3)))
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 3.5)
r = random_range(0, 2)
b = 0
var b_inc = 0.5833333333333334
switch shot_type
{
case "strong":
b += b_inc
break
case "medium":
b += (b_inc * 0.5)
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc * 0.5)
break
default:
b += 0
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b)
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
b_inc = 0.5833333333333334
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc / 2)
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
... (argument0) //gml_Script_scr_damage_determination_enemy_3 |
2 |
{ |
3 |
switch argument0 |
4 |
{ |
5 |
case "Gun Single": |
6 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 |
7 |
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) |
8 |
r = random_range(0, 2) |
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switch shot_type |
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{ |
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case "strong": |
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b = 2.5 |
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break |
14 |
case "medium": |
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b = 2 |
16 |
break |
17 |
default: |
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b = 1.5 |
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} |
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|
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global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) |
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break |
23 |
case "Gun Multi": |
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global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 |
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global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5) |
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r = random_range(0, 2) |
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b = 1.5 |
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var b_diff = 1 / circle_count |
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for (var st_temp = shot_total; st_temp > 3; st_temp -= 3) |
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b += b_diff |
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switch st_temp |
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{ |
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case 3: |
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b += b_diff |
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break |
36 |
case 2: |
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b += (0.8 * b_diff) |
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break |
39 |
default: |
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b += (0.6 * b_diff) |
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} |
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|
43 |
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * (clamp(b, 1.5, 3))) |
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break |
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case "Revolver Single": |
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global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 |
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global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 3.5) |
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r = random_range(0, 2) |
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b = 0 |
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var b_inc = 0.5833333333333334 |
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switch shot_type |
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{ |
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case "strong": |
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b += b_inc |
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break |
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case "medium": |
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b += (b_inc * 0.5) |
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break |
59 |
default: |
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b = 0 |
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} |
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|
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for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
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b += b_inc |
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switch st_temp |
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{ |
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case 3: |
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b += b_inc |
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break |
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case 2: |
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b += (b_inc * 0.5) |
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break |
73 |
default: |
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b += 0 |
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} |
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|
77 |
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) |
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break |
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case "Revolver Multi": |
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global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 |
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global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) |
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r = random_range(0, 2) |
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b = 0 |
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b_inc = 0.5833333333333334 |
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for (st_temp = shot_total; st_temp > 3; st_temp -= 3) |
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b += b_inc |
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switch st_temp |
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{ |
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case 3: |
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b += b_inc |
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break |
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case 2: |
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b += (b_inc / 2) |
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break |
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default: |
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b += 0 |
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} |
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|
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for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
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b += b_inc |
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switch st_temp |
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{ |
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case 3: |
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b += b_inc |
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break |
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case 2: |
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b += (b_inc / 2) |
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break |
109 |
default: |
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b += 0 |
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} |
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|
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global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b) |
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break |
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default: |
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global.attacking_damage_stat_betrayal = global.current_hp_enemy_3 |
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global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.2) |
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r = random_range(0, 2) |
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if (x == 319) |
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b = 2.2 |
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else |
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b = (abs(x - 319)) / (obj_target_battle.sprite_width / 2) |
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global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b) |
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} |
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|
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if (global.attacking_damage_cap_3 >= 0) |
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{ |
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if (global.attacking_damage_stat > global.attacking_damage_cap_3) |
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global.attacking_damage_stat = global.attacking_damage_cap_3 |
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if (global.attacking_damage_stat_critical_3 > global.attacking_damage_cap_3) |
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global.attacking_damage_stat_critical_3 = global.attacking_damage_cap_3 |
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} |
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if (global.attacking_damage_stat < 5) |
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global.attacking_damage_stat = 5 |
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if (global.attacking_damage_stat_critical_3 < 5) |
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global.attacking_damage_stat_critical_3 = 5 |
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if (button_pressed == true) |
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{ |
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if (global.enemy_sparing_3 == true && global.enemy_vulnerable_3 == true) |
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{ |
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global.last_hp_enemy_3 = global.current_hp_enemy_3 |
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global.current_hp_enemy_3 = 0 |
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global.enemy_betrayed_3 = true |
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damage_type = "betrayed" |
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instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count) |
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audio_play_sound(snd_monster_damage_hit_critical, 20, false) |
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} |
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else if (global.enemy_vulnerable_3 == true) |
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{ |
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if ((argument0 == "Knife Single" && x == 319) || ((argument0 == "Gun Single" || argument0 == "Revolver Single") && b == 3.5) || ((argument0 == "Gun Multi" || argument0 == "Revolver Multi") && b == 3.5) || global.current_hp_enemy_3 <= global.attacking_damage_stat_critical_3) |
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{ |
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global.last_hp_enemy_3 = global.current_hp_enemy_3 |
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global.current_hp_enemy_3 -= global.attacking_damage_stat_critical_3 |
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damage_type = "critical" |
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instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count) |
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audio_play_sound(snd_monster_damage_hit_critical, 20, false) |
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} |
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else |
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{ |
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global.last_hp_enemy_3 = global.current_hp_enemy_3 |
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global.current_hp_enemy_3 -= global.attacking_damage_stat |
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damage_type = "normal" |
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instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count) |
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audio_play_sound(snd_monster_damage_hit, 20, false) |
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} |
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} |
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else |
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instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_miss) |
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} |
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else |
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instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_miss) |
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instance_create(0, 0, obj_battle_enemy_attacking_code_3) |
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if instance_exists(obj_text_damage_count) |
174 |
{ |
175 |
instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_current_enemy_attacking_3) |
176 |
instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_previous_enemy_attacking_3) |
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instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_max_enemy_attacking_3) |
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} |
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scr_determine_can_display_damage_uiscr_determine_can_display_damage_uivar _temp_local_var_2, _temp_local_var_3, _temp_local_var_4, _temp_local_var_5, _temp_local_var_6;
function scr_determine_can_display_damage_ui(argument0) //gml_Script_scr_determine_can_display_damage_ui
{
hp_ui_alpha = 1
damage_ui_alpha = 1
miss_ui_alpha = 1
if (argument0 == 1)
{
var game_mode = global.game_mode
var battle_enemy_name = global.battle_enemy_name
if (global.game_mode == "customs")
var _temp_local_var_2 = battle_enemy_name
else if (global.game_mode == "yellow")
{
switch battle_enemy_name
{
case "dummy training pacifist":
hp_ui_alpha = 0
damage_ui_alpha = 0
break
default:
}
}
}
if (argument0 == 2)
{
game_mode = global.game_mode
battle_enemy_name = global.battle_enemy_name_2
if (global.game_mode == "customs")
var _temp_local_var_3 = battle_enemy_name
else if (global.game_mode == "yellow")
var _temp_local_var_6 = battle_enemy_name
}
if (argument0 == 3)
{
game_mode = global.game_mode
battle_enemy_name = global.battle_enemy_name_3
if (global.game_mode == "customs")
var _temp_local_var_4 = battle_enemy_name
else if (global.game_mode == "yellow")
var _temp_local_var_5 = battle_enemy_name
}
if instance_exists(obj_battle_hp_enemy_attacking_parent)
{
with (obj_battle_hp_enemy_attacking_parent)
image_alpha = obj_target_bar_battle.hp_ui_alpha
}
if instance_exists(obj_text_damage_count)
{
with (obj_text_damage_count)
image_alpha = obj_target_bar_battle.damage_ui_alpha
}
if instance_exists(obj_text_miss)
{
with (obj_text_miss)
image_alpha = obj_target_bar_battle.miss_ui_alpha
}
} (3) |
180 |
if (global.current_hp_enemy_3 <= global.attacking_damage_stat_critical_3 && instance_exists(obj_text_damage_count)) |
181 |
global.enemy_low_hp_3 = true |
182 |
if instance_exists(obj_text_fighting_parent) |
183 |
script_execute(gml_Script_scr_determine_attack_bonus) |
184 |
} |