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function scr_generate_battle_trihecta_separatedscr_generate_battle_trihecta_separatedfunction scr_generate_battle_trihecta_separated() //gml_Script_scr_generate_battle_trihecta_separated
{
var battle_phase_step = global.battle_phase_step
global.battle_enemy_name_1 = "tri"
global.battle_enemy_name_2 = "hec"
global.battle_enemy_name_3 = "ta"
if (battle_phase_step == 0)
{
global.battle_menu_number = 1
global.speed_self = 4
global.invulnerability_self = global.player_invulnerability
}
global.attacking_damage_cap = -1
global.attacking_damage_cap_2 = -1
global.attacking_damage_cap_3 = -1
if (battle_phase_step == 0)
{
global.hit_self = false
global.hurt_self = false
}
var new_current_hp = max(1, floor(global.current_hp_enemy / 3))
global.current_hp_enemy = 60
global.current_hp_enemy_2 = 60
global.current_hp_enemy_3 = 60
global.max_hp_enemy = 60
global.max_hp_enemy_2 = 60
global.max_hp_enemy_3 = 60
global.last_hp_enemy = global.current_hp_enemy
global.last_hp_enemy_2 = global.current_hp_enemy_2
global.last_hp_enemy_3 = global.current_hp_enemy_3
global.current_hp_enemy_draw = global.current_hp_enemy
global.current_hp_enemy_draw_2 = global.current_hp_enemy_2
global.current_hp_enemy_draw_3 = global.current_hp_enemy_3
global.enemy_low_hp = false
global.enemy_low_hp_2 = false
global.enemy_low_hp_3 = false
global.enemy_hit = false
global.enemy_hit_2 = false
global.enemy_hit_3 = false
global.enemy_hurt = false
global.enemy_hurt_2 = false
global.enemy_hurt_3 = false
global.enemy_attack_stat = 7
global.enemy_attack_stat_2 = 7
global.enemy_attack_stat_3 = 7
global.enemy_defense_stat = 8
global.enemy_defense_stat_2 = 8
global.enemy_defense_stat_3 = 8
global.enemy_vulnerable = true
global.enemy_vulnerable_2 = true
global.enemy_vulnerable_3 = true
if (battle_phase_step == 0)
global.enemy_attacking = false
global.enemy_sparing = true
global.enemy_sparing_2 = true
global.enemy_sparing_3 = true
global.enemy_dead = false
global.enemy_dead_2 = false
global.enemy_dead_3 = false
global.enemy_spared = false
global.enemy_spared_2 = false
global.enemy_spared_3 = false
global.enemy_betrayed = false
global.enemy_betrayed_2 = false
global.enemy_betrayed_3 = false
global.enemy_fleeable = true
global.enemy_special_text = 0
global.enemy_special_text_2 = 0
global.enemy_special_text_3 = 0
global.enemy_exp = 9
global.enemy_exp_2 = 9
global.enemy_exp_3 = 9
global.enemy_gold = 4
global.enemy_gold_2 = 4
global.enemy_gold_3 = 4
global.enemy_count = 3
global.turns_passed = 0
if (battle_phase_step == 0)
{
global.last_action_selected = "Nothing"
global.last_action_selected_2 = "Nothing"
global.last_action_selected_3 = "Nothing"
}
global.action_1_important = false
global.action_1_important_2 = false
global.action_1_important_3 = false
global.action_2_important = false
global.action_2_important_2 = false
global.action_2_important_3 = false
global.action_3_important = false
global.action_3_important_2 = false
global.action_3_important_3 = false
global.action_1_color = 16777215
global.action_1_color_2 = 16777215
global.action_1_color_3 = 16777215
global.action_2_color = 16777215
global.action_2_color_2 = 16777215
global.action_2_color_3 = 16777215
global.action_3_color = 16777215
global.action_3_color_2 = 16777215
global.action_3_color_3 = 16777215
... () //gml_Script_scr_generate_battle_trihecta_separated |
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{ |
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var battle_phase_step = global.battle_phase_step |
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global.battle_enemy_name_1 = "tri" |
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global.battle_enemy_name_2 = "hec" |
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global.battle_enemy_name_3 = "ta" |
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if (battle_phase_step == 0) |
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{ |
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global.battle_menu_number = 1 |
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global.speed_self = 4 |
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global.invulnerability_self = global.player_invulnerability |
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} |
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global.attacking_damage_cap = -1 |
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global.attacking_damage_cap_2 = -1 |
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global.attacking_damage_cap_3 = -1 |
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if (battle_phase_step == 0) |
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{ |
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global.hit_self = false |
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global.hurt_self = false |
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} |
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var new_current_hp = max(1, floor(global.current_hp_enemy / 3)) |
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global.current_hp_enemy = 60 |
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global.current_hp_enemy_2 = 60 |
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global.current_hp_enemy_3 = 60 |
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global.max_hp_enemy = 60 |
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global.max_hp_enemy_2 = 60 |
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global.max_hp_enemy_3 = 60 |
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global.last_hp_enemy = global.current_hp_enemy |
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global.last_hp_enemy_2 = global.current_hp_enemy_2 |
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global.last_hp_enemy_3 = global.current_hp_enemy_3 |
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global.current_hp_enemy_draw = global.current_hp_enemy |
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global.current_hp_enemy_draw_2 = global.current_hp_enemy_2 |
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global.current_hp_enemy_draw_3 = global.current_hp_enemy_3 |
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global.enemy_low_hp = false |
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global.enemy_low_hp_2 = false |
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global.enemy_low_hp_3 = false |
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global.enemy_hit = false |
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global.enemy_hit_2 = false |
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global.enemy_hit_3 = false |
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global.enemy_hurt = false |
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global.enemy_hurt_2 = false |
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global.enemy_hurt_3 = false |
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global.enemy_attack_stat = 7 |
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global.enemy_attack_stat_2 = 7 |
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global.enemy_attack_stat_3 = 7 |
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global.enemy_defense_stat = 8 |
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global.enemy_defense_stat_2 = 8 |
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global.enemy_defense_stat_3 = 8 |
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global.enemy_vulnerable = true |
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global.enemy_vulnerable_2 = true |
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global.enemy_vulnerable_3 = true |
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if (battle_phase_step == 0) |
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global.enemy_attacking = false |
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global.enemy_sparing = true |
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global.enemy_sparing_2 = true |
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global.enemy_sparing_3 = true |
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global.enemy_dead = false |
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global.enemy_dead_2 = false |
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global.enemy_dead_3 = false |
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global.enemy_spared = false |
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global.enemy_spared_2 = false |
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global.enemy_spared_3 = false |
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global.enemy_betrayed = false |
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global.enemy_betrayed_2 = false |
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global.enemy_betrayed_3 = false |
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global.enemy_fleeable = true |
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global.enemy_special_text = 0 |
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global.enemy_special_text_2 = 0 |
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global.enemy_special_text_3 = 0 |
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global.enemy_exp = 9 |
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global.enemy_exp_2 = 9 |
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global.enemy_exp_3 = 9 |
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global.enemy_gold = 4 |
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global.enemy_gold_2 = 4 |
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global.enemy_gold_3 = 4 |
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global.enemy_count = 3 |
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global.turns_passed = 0 |
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if (battle_phase_step == 0) |
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{ |
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global.last_action_selected = "Nothing" |
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global.last_action_selected_2 = "Nothing" |
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global.last_action_selected_3 = "Nothing" |
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} |
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global.action_1_important = false |
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global.action_1_important_2 = false |
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global.action_1_important_3 = false |
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global.action_2_important = false |
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global.action_2_important_2 = false |
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global.action_2_important_3 = false |
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global.action_3_important = false |
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global.action_3_important_2 = false |
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global.action_3_important_3 = false |
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global.action_1_color = 16777215 |
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global.action_1_color_2 = 16777215 |
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global.action_1_color_3 = 16777215 |
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global.action_2_color = 16777215 |
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global.action_2_color_2 = 16777215 |
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global.action_2_color_3 = 16777215 |
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global.action_3_color = 16777215 |
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global.action_3_color_2 = 16777215 |
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global.action_3_color_3 = 16777215 |
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global.action_amount = 1 |
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global.action_amount_2 = 1 |
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global.action_amount_3 = 1 |
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if (battle_phase_step == 0) |
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{ |
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global.item_use = "Nothing" |
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global.item_used = "Nothing" |
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global.item_gift = "Nothing" |
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global.item_gifted = "Nothing" |
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global.image_alpha_enemy_attacking = 1 |
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global.important_cutscene = false |
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global.can_attack = true |
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} |
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global.action_1_selected_count = 0 |
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global.action_1_selected_count_2 = 0 |
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global.action_1_selected_count_3 = 0 |
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global.action_2_selected_count = 0 |
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global.action_2_selected_count_2 = 0 |
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global.action_2_selected_count_3 = 0 |
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global.action_3_selected_count = 0 |
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global.action_3_selected_count_2 = 0 |
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global.action_3_selected_count_3 = 0 |
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global.spare_selected_count = 0 |
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global.hit_count = 0 |
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global.hit_count_2 = 0 |
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global.hit_count_3 = 0 |
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global.miss_count = 0 |
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global.miss_count_2 = 0 |
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global.miss_count_3 = 0 |
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global.no_hit_count = 0 |
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global.no_hit_count_2 = 0 |
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global.no_hit_count_3 = 0 |
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if (battle_phase_step == 0) |
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{ |
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global.hurt_self_count = 0 |
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global.hurt_self_turn_count = 0 |
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} |
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global.item_use_count = 0 |
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global.item_gift_count = 0 |
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global.item_gift_count_2 = 0 |
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global.item_gift_count_3 = 0 |
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global.enemy_mode = 0 |
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global.enemy_mode_previous = 0 |
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global.enemy_mode_2 = 0 |
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global.enemy_mode_2_previous = 0 |
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global.enemy_mode_3 = 0 |
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global.enemy_mode_3_previous = 0 |
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global.enemy_mode_gen = 0 |
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global.enemy_mode_gen_previous = 0 |
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global.enemy_mode_gen_2 = 0 |
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global.enemy_mode_gen_2_previous = 0 |
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global.enemy_mode_gen_3 = 0 |
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global.enemy_mode_gen_3_previous = 0 |
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if (battle_phase_step == 0) |
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{ |
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scr_audio_stop_soundscr_audio_stop_soundfunction scr_audio_stop_sound(argument0) //gml_Script_scr_audio_stop_sound
{
audio_array_val = 0
sound_y[audio_array_val] = mus_apprehension_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_dalvbattle_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_dalvopening_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_dalvbattle_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_decibat_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_dalvopening_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_01_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_02_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_03_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_04_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_05_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_06_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_07_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_08_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_09_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_10_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_attack_finale_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_danza_battle_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_floweynew_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_funsized_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_genobattle_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_mart_geno_wind_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_martletbattle_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_nobodycame_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_occupied_turf_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_prebattle1_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_prebattle2_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_battle_snowdin
audio_array_val += 1
sound_y[audio_array_val] = mus_trial_by_fury
audio_array_val += 1
sound_y[audio_array_val] = mus_prebattle3_yellow
audio_array_val += 1
sound_y[audio_array_val] = mus_heatwave_approaching
for (i = 0; i < array_length_1d(sound_y); i += 1)
{
var audio_gain = audio_sound_get_gain(sound_y[i])
if (audio_gain <= argument0)
audio_stop_sound(sound_y[i])
}
} (0) |
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script_execute(gml_Script_scr_determine_enemy_music_yellow) |
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audio_extend = false |
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global.sound_carry_battle = false |
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global.mettaton_voice_count = 1 |
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} |
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instance_create(318, 196, obj_tri_separated) |
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global.enemy_damage_x = obj_tri_separated.x |
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global.enemy_damage_y = obj_tri_separated.y |
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global.enemy_target_x = obj_tri_separated.x |
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global.enemy_target_y = obj_tri_separated.y |
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instance_create(208, 196, obj_hec_separated) |
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global.enemy_damage_x_2 = obj_hec_separated.x |
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global.enemy_damage_y_2 = obj_hec_separated.y |
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global.enemy_target_x_2 = obj_hec_separated.x |
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global.enemy_target_y_2 = obj_hec_separated.y |
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instance_create(432, 196, obj_ta_separated) |
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global.enemy_damage_x_3 = obj_ta_separated.x |
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global.enemy_damage_y_3 = obj_ta_separated.y |
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global.enemy_target_x_3 = obj_ta_separated.x |
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global.enemy_target_y_3 = obj_ta_separated.y |
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if (battle_phase_step == 0) |
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{ |
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script_execute(gml_Script_scr_create_background_battle_yellow) |
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instance_create(0, 0, obj_battle_fade_in_screen) |
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instance_create(275, 400, obj_battle_hp_current_self) |
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instance_create(275, 400, obj_battle_hp_max_self) |
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instance_create(275, 400, obj_battle_hp_cover_self) |
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instance_create(0, 0, obj_text_battle_stat_name) |
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instance_create(0, 0, obj_text_battle_stat_lv) |
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instance_create(244, 405, obj_text_hp) |
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instance_create(0, 0, obj_text_hp_stat) |
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instance_create(32, 250, obj_dialogue_box_battle) |
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instance_create(31, 431, obj_fight) |
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instance_create(184, 431, obj_act) |
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instance_create(344, 431, obj_item) |
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instance_create(499, 431, obj_mercy) |
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global.last_text_move_select = 0 |
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global.soul_mode = "Red" |
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instance_create((obj_fight.x + 17), (obj_fight.y + 23), obj_heart_battle_menu) |
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instance_create(0, 0, obj_dialogue_battle_move_select_intro) |
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} |
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else if (battle_phase_step == 1) |
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global.last_text_move_select = -1 |
201 |
script_execute(gml_Script_scr_determine_attacking_damage_stat_critical) |
202 |
} |