1 |
damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction scr_determine_damage_number_enemy(argument0, argument1, argument2) //gml_Script_scr_determine_damage_number_enemy
{
var enemy_count = global.enemy_count
if (global.battle_enemy_name_1 == argument0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == argument1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == argument2)
return 3;
else
return 0;
} ("ace", "void", "void") |
8 |
alarm[0] = instance_number(obj_attack_ace_cards_shape) * 15alarm[0]var heart = obj_heart_battle_fighting_red
attack_state = 1
direction = point_direction(x, y, heart.x, heart.y)
speed = (-charge_speed)
audio_play_sound(snd_ceroba_swoosh, 1, 0) |