alarm[1]var game_mode = global.game_mode
var battle_enemy_name = global.battle_enemy_name
var enemy_missed = false
if instance_exists(obj_text_damage_count)
{
with (obj_text_damage_count)
instance_destroy()
}
if instance_exists(obj_text_miss)
{
enemy_missed = true
with (obj_text_miss)
instance_destroy()
}
with (obj_target_bar_battle)
instance_destroy()
if instance_exists(obj_battle_hp_enemy_attacking_parent)
{
with (obj_battle_hp_enemy_attacking_parent)
instance_destroy()
}
if (global.current_hp_enemy < 0)
global.current_hp_enemy = 0
if (global.current_hp_enemy == 0)
{
with (obj_battle_generator)
audio_extend = false
audio_stop_all()
if (game_mode == "customs")
{
script_execute(gml_Script_scr_create_quote_bubble_battle_defeat)
instance_create(0, 0, obj_quote_defeat)
}
else if (global.game_mode == "yellow")
{
switch battle_enemy_name
{
case "ceroba genocide":
obj_ceroba_body.death_sprite = true
scr_audio_fade_out(mus_trial_by_fury, 500)
break
case "starlo":
obj_starlo_boss_body.death_sprite = true
scr_audio_fade_out(mus_showdown, 500)
break
case "decibat":
case "micro froggit":
global.enemy_dead = true
instance_create(0, 0, obj_dialogue_battle_win_genocide)
audio_play_sound(snd_monster_damage_death, 20, false)
break
case "axis":
obj_axis_body.death_sprite = true
scr_audio_fade_out(mus_guns_blazing, 500)
break
case "axis genocide":
obj_axis_body_geno.alarm[0] = 50
break
case "guardener":
scr_audio_fade_out(mus_guardener_theme, 500)
obj_guardener_body.death_sprite = true
break
case "ceroba":
obj_battle_enemy_ceroba_phase_2_outro.scene += 1
break
case "el bailador":
if (global.route != 3)
{
script_execute(gml_Script_scr_create_quote_bubble_battle_defeat)
instance_create(0, 0, obj_quote_defeat)
}
else
{
global.enemy_dead = true
instance_create(0, 0, obj_dialogue_battle_win_genocide)
audio_play_sound(snd_monster_damage_death, 20, false)
}
break
case "martlet genocide final":
break
default:
script_execute(gml_Script_scr_create_quote_bubble_battle_defeat)
instance_create(0, 0, obj_quote_defeat)
}
}
}
else
{
if (enemy_missed == false)
global.enemy_sparing = false
scr_determine_special_effect_enemy("Fight 1")
global.important_cutscene = script_execute(gml_Script_scr_determine_important_cutscene_attacking)
global.can_attack = script_execute(gml_Script_scr_determine_can_attack_attacking)
if (global.important_cutscene == false && global.can_attack == true)
global.enemy_attacking = true
if (global.can_attack == false)
{
with (obj_dialogue_box_battle)
no_loop_can_attack = false
}
...