1 |
function scr_damage_determination_trialscr_damage_determination_trialfunction scr_damage_determination_trial(argument0) //gml_Script_scr_damage_determination_trial
{
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = 100
if (shot_type == "medium")
global.attacking_damage_stat = 50
else if (shot_type == "weak")
global.attacking_damage_stat = 30
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = 100 * circle_count
b = 0
var st_temp = shot_total
while (st_temp > 3)
b += 100
switch st_temp
{
case 3:
b += 100
break
case 2:
b += 50
break
default:
b += 30
}
global.attacking_damage_stat = b
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = 140
r = random_range(0, 2)
c = 0
switch shot_type
{
case "strong":
b = 60
break
case "medium":
b = 40
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
c += 16
switch st_temp
{
case 3:
c += 16
break
case 2:
c += 8
break
default:
c += 0
}
global.attacking_damage_stat = b + c
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = 60 * circle_count + 80 * circle_count
r = random_range(0, 2)
b = 0
c = 0
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += 60
switch st_temp
{
case 3:
b += 60
break
case 2:
b += 40
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
c += (16 * circle_count)
switch st_temp
{
case 3:
c += (16 * circle_count)
break
case 2:
c += (8 * circle_count)
break
default:
c += 0
}
global.attacking_damage_stat = b + c
... (argument0) //gml_Script_scr_damage_determination_trial |
2 |
{ |
3 |
switch argument0 |
4 |
{ |
5 |
case "Gun Single": |
6 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy |
7 |
global.attacking_damage_stat_critical = 100 |
8 |
if (shot_type == "medium") |
9 |
global.attacking_damage_stat = 50 |
10 |
else if (shot_type == "weak") |
11 |
global.attacking_damage_stat = 30 |
12 |
break |
13 |
case "Gun Multi": |
14 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy |
15 |
global.attacking_damage_stat_critical = 100 * circle_count |
16 |
b = 0 |
17 |
var st_temp = shot_total |
18 |
while (st_temp > 3) |
19 |
b += 100 |
20 |
switch st_temp |
21 |
{ |
22 |
case 3: |
23 |
b += 100 |
24 |
break |
25 |
case 2: |
26 |
b += 50 |
27 |
break |
28 |
default: |
29 |
b += 30 |
30 |
} |
31 |
|
32 |
global.attacking_damage_stat = b |
33 |
break |
34 |
case "Revolver Single": |
35 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy |
36 |
global.attacking_damage_stat_critical = 140 |
37 |
r = random_range(0, 2) |
38 |
c = 0 |
39 |
switch shot_type |
40 |
{ |
41 |
case "strong": |
42 |
b = 60 |
43 |
break |
44 |
case "medium": |
45 |
b = 40 |
46 |
break |
47 |
default: |
48 |
b = 0 |
49 |
} |
50 |
|
51 |
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
52 |
c += 16 |
53 |
switch st_temp |
54 |
{ |
55 |
case 3: |
56 |
c += 16 |
57 |
break |
58 |
case 2: |
59 |
c += 8 |
60 |
break |
61 |
default: |
62 |
c += 0 |
63 |
} |
64 |
|
65 |
global.attacking_damage_stat = b + c |
66 |
break |
67 |
case "Revolver Multi": |
68 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy |
69 |
global.attacking_damage_stat_critical = 60 * circle_count + 80 * circle_count |
70 |
r = random_range(0, 2) |
71 |
b = 0 |
72 |
c = 0 |
73 |
for (st_temp = shot_total; st_temp > 3; st_temp -= 3) |
74 |
b += 60 |
75 |
switch st_temp |
76 |
{ |
77 |
case 3: |
78 |
b += 60 |
79 |
break |
80 |
case 2: |
81 |
b += 40 |
82 |
break |
83 |
default: |
84 |
b += 0 |
85 |
} |
86 |
|
87 |
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
88 |
c += (16 * circle_count) |
89 |
switch st_temp |
90 |
{ |
91 |
case 3: |
92 |
c += (16 * circle_count) |
93 |
break |
94 |
case 2: |
95 |
c += (8 * circle_count) |
96 |
break |
97 |
default: |
98 |
c += 0 |
99 |
} |
100 |
|
101 |
global.attacking_damage_stat = b + c |
102 |
break |
103 |
default: |
104 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy |
105 |
global.attacking_damage_stat_critical = 100 |
106 |
global.attacking_damage_stat = round((-(((x - 53) * (x - 585)))) / 1415.12) |
107 |
} |
108 |
|
109 |
if (global.attacking_damage_cap >= 0) |
110 |
{ |
111 |
if (global.attacking_damage_stat > global.attacking_damage_cap) |
112 |
global.attacking_damage_stat = global.attacking_damage_cap |
113 |
if (global.attacking_damage_stat_critical > global.attacking_damage_cap) |
114 |
global.attacking_damage_stat_critical = global.attacking_damage_cap |
115 |
} |
116 |
var boss_mini = global.boss_mini |
117 |
if (button_pressed == true) |
118 |
{ |
119 |
if (global.enemy_sparing == true && global.enemy_vulnerable == true) |
120 |
{ |
121 |
global.last_hp_enemy = global.current_hp_enemy |
122 |
global.current_hp_enemy = 0 |
123 |
global.enemy_betrayed = true |
124 |
damage_type = "betrayed" |
125 |
if (boss_mini == true) |
126 |
instance_create(global.enemy_damage_x, global.enemy_damage_y, obj_text_damage_count) |
127 |
else |
128 |
instance_create(319, 120, obj_text_damage_count) |
129 |
audio_play_sound(snd_monster_damage_hit_critical, 20, false) |
130 |
} |
131 |
else if (global.enemy_vulnerable == true) |
132 |
{ |
133 |
if ((argument0 == "Knife Single" && x == 319) || ((argument0 == "Gun Single" || argument0 == "Revolver Single") && shot_type == "strong") || ((argument0 == "Gun Multi" || argument0 == "Revolver Multi") && shot_total == (circle_count * 3)) || global.current_hp_enemy <= global.attacking_damage_stat_critical) |
134 |
{ |
135 |
global.last_hp_enemy = global.current_hp_enemy |
136 |
global.current_hp_enemy -= global.attacking_damage_stat_critical |
137 |
damage_type = "critical" |
138 |
if (boss_mini == true) |
139 |
instance_create(global.enemy_damage_x, global.enemy_damage_y, obj_text_damage_count) |
140 |
else |
141 |
instance_create(319, 120, obj_text_damage_count) |
142 |
audio_play_sound(snd_monster_damage_hit_critical, 20, false) |
143 |
} |
144 |
else |
145 |
{ |
146 |
global.last_hp_enemy = global.current_hp_enemy |
147 |
global.current_hp_enemy -= global.attacking_damage_stat |
148 |
damage_type = "normal" |
149 |
if (boss_mini == true) |
150 |
instance_create(global.enemy_damage_x, global.enemy_damage_y, obj_text_damage_count) |
151 |
else |
152 |
instance_create(319, 120, obj_text_damage_count) |
153 |
audio_play_sound(snd_monster_damage_hit, 20, false) |
154 |
} |
155 |
} |
156 |
else if (boss_mini == true) |
157 |
instance_create(global.enemy_damage_x, global.enemy_damage_y, obj_text_miss) |
158 |
else |
159 |
instance_create(319, 120, obj_text_miss) |
160 |
} |
161 |
else if (boss_mini == true) |
162 |
instance_create(global.enemy_damage_x, global.enemy_damage_y, obj_text_miss) |
163 |
else |
164 |
instance_create(319, 120, obj_text_miss) |
165 |
instance_create(0, 0, obj_battle_boss_attacking_code) |
166 |
if instance_exists(obj_text_damage_count) |
167 |
{ |
168 |
if (boss_mini == true) |
169 |
{ |
170 |
instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_current_boss_attacking_mini) |
171 |
instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_previous_boss_attacking_mini) |
172 |
instance_create((obj_text_damage_count.x - 52), (obj_text_damage_count.y + 26), obj_battle_hp_max_boss_attacking_mini) |
173 |
} |
174 |
else |
175 |
{ |
176 |
instance_create(192, 152, obj_battle_hp_current_boss_attacking) |
177 |
instance_create(192, 152, obj_battle_hp_previous_boss_attacking) |
178 |
instance_create(192, 152, obj_battle_hp_max_boss_attacking) |
179 |
} |
180 |
} |
181 |
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
}
} (1) |
182 |
if (global.current_hp_enemy <= global.attacking_damage_stat_critical && instance_exists(obj_text_damage_count)) |
183 |
global.enemy_low_hp = true |
184 |
if instance_exists(obj_text_damage_count) |
185 |
script_execute(gml_Script_scr_determine_hit_special_effect_boss) |
186 |
if instance_exists(obj_text_fighting_parent) |
187 |
script_execute(gml_Script_scr_determine_attack_bonus) |
188 |
} |