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function scr_determine_attack_bonusscr_determine_attack_bonusfunction scr_determine_attack_bonus() //gml_Script_scr_determine_attack_bonus
{
var player_weapon = global.player_weapon
var player_weapon_modifier = global.player_weapon_modifier
switch player_weapon
{
case "Toy Gun":
case "Wild Revolver":
switch player_weapon_modifier
{
case "Cff Bean Ammo":
if (instance_exists(obj_text_damage_count) && shot_type == "strong")
{
instance_create((obj_text_fighting_parent.x - 1), (obj_text_fighting_parent.y - 27), obj_text_fighting_bonus_any)
with (obj_text_fighting_bonus_any)
{
text = "SP+1"
script_execute(gml_Script_scr_color_sp_bonus)
c_color = c_sp_bonus
}
if (global.current_sp_self == 0)
global.current_sp_self = 1
if (global.current_sp_self > global.max_sp_self)
global.current_sp_self = global.max_sp_self
}
break
case "Glass Ammo":
if (instance_exists(obj_text_damage_count) && shot_type == "strong")
{
instance_create((obj_text_fighting_parent.x - 1), (obj_text_fighting_parent.y - 27), obj_text_fighting_bonus_any)
with (obj_text_fighting_bonus_any)
{
text = "HP+2"
script_execute(gml_Script_scr_color_hp_bonus)
c_color = c_hp_bonus
}
if (global.current_hp_self > global.max_hp_self)
return;
global.current_hp_self += 2
if (global.current_hp_self > global.max_hp_self)
global.current_hp_self = global.max_hp_self
}
break
default:
}
break
default:
}
} () //gml_Script_scr_determine_attack_bonus |
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{ |
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var player_weapon = global.player_weapon |
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var player_weapon_modifier = global.player_weapon_modifier |
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switch player_weapon |
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{ |
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case "Toy Gun": |
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case "Wild Revolver": |
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switch player_weapon_modifier |
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{ |
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case "Cff Bean Ammo": |
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if (instance_exists(obj_text_damage_count) && shot_type == "strong") |
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{ |
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instance_create((obj_text_fighting_parent.x - 1), (obj_text_fighting_parent.y - 27), obj_text_fighting_bonus_any) |
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with (obj_text_fighting_bonus_any) |
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{ |
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text = "SP+1" |
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script_execute(gml_Script_scr_color_sp_bonus) |
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c_color = c_sp_bonus |
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} |
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if (global.current_sp_self == 0) |
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global.current_sp_self = 1 |
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if (global.current_sp_self > global.max_sp_self) |
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global.current_sp_self = global.max_sp_self |
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} |
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break |
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case "Glass Ammo": |
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if (instance_exists(obj_text_damage_count) && shot_type == "strong") |
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{ |
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instance_create((obj_text_fighting_parent.x - 1), (obj_text_fighting_parent.y - 27), obj_text_fighting_bonus_any) |
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with (obj_text_fighting_bonus_any) |
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{ |
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text = "HP+2" |
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script_execute(gml_Script_scr_color_hp_bonus) |
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c_color = c_hp_bonus |
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} |
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if (global.current_hp_self > global.max_hp_self) |
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return; |
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global.current_hp_self += 2 |
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if (global.current_hp_self > global.max_hp_self) |
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global.current_hp_self = global.max_hp_self |
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} |
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break |
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default: |
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|
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} |
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|
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break |
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default: |
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|
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} |
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|
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} |