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function scr_determine_attacking_damage_stat_criticalscr_determine_attacking_damage_stat_criticalfunction scr_determine_attacking_damage_stat_critical() //gml_Script_scr_determine_attacking_damage_stat_critical
{
var player_weapon = global.player_weapon
var player_weapon_modifier = global.player_weapon_modifier
var enemy_count = global.enemy_count
switch player_weapon
{
case "Toy Gun":
switch player_weapon_modifier
{
case "Pebble Ammo":
case "Cff Bean Ammo":
case "Glass Ammo":
case "Super Ammo":
case "Silver Ammo":
var hit_count = 1
break
case "Ice Pellets":
hit_count = 2
break
case "Flint":
case "Friendliness Pellets":
case "Nails":
hit_count = 3
break
default:
hit_count = 1
}
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
if (enemy_count >= 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)
break
case "Wild Revolver":
switch player_weapon_modifier
{
case "Pebble Ammo":
case "Cff Bean Ammo":
case "Glass Ammo":
case "Super Ammo":
case "Silver Ammo":
hit_count = 1
break
case "Ice Pellets":
hit_count = 2
break
case "Flint":
case "Friendliness Pellets":
case "Nails":
hit_count = 3
break
default:
hit_count = 1
}
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5)
if (enemy_count >= 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)
break
default:
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
if (enemy_count >= 2)
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
if (enemy_count >= 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)
}
} () //gml_Script_scr_determine_attacking_damage_stat_critical |
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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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var enemy_count = global.enemy_count |
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switch player_weapon |
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{ |
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case "Toy Gun": |
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switch player_weapon_modifier |
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{ |
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case "Pebble Ammo": |
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case "Cff Bean Ammo": |
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case "Glass Ammo": |
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case "Super Ammo": |
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case "Silver Ammo": |
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var hit_count = 1 |
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break |
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case "Ice Pellets": |
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hit_count = 2 |
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break |
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case "Flint": |
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case "Friendliness Pellets": |
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case "Nails": |
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hit_count = 3 |
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break |
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default: |
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hit_count = 1 |
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} |
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|
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global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) |
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if (enemy_count >= 2) |
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global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) |
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if (enemy_count >= 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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break |
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case "Wild Revolver": |
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switch player_weapon_modifier |
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{ |
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case "Pebble Ammo": |
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case "Cff Bean Ammo": |
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case "Glass Ammo": |
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case "Super Ammo": |
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case "Silver Ammo": |
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hit_count = 1 |
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break |
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case "Ice Pellets": |
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hit_count = 2 |
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break |
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case "Flint": |
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case "Friendliness Pellets": |
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case "Nails": |
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hit_count = 3 |
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break |
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default: |
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hit_count = 1 |
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} |
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|
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global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5) |
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if (enemy_count >= 2) |
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global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5) |
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if (enemy_count >= 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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break |
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default: |
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global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5) |
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if (enemy_count >= 2) |
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global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5) |
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if (enemy_count >= 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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} |
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|
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} |