1 |
if live_call() |
2 |
return global.live_result; |
3 |
if (!instance_exists(obj_dialogue_box_battle_transformation_any)) |
4 |
{ |
5 |
instance_destroy() |
6 |
return; |
7 |
} |
8 |
var battle_box = obj_dialogue_box_battle_transformation_any |
9 |
if (aim > 0) |
10 |
{ |
11 |
direction += ((angle_difference(point_direction(x, y, target_x, target_y), direction)) * turn_rate) |
12 |
aim-- |
13 |
} |
14 |
if ((y + 23) >= battle_box.bbox_bottom && destroy_on_contact == true) |
15 |
{ |
16 |
scr_screenshake_battlescr_screenshake_battlefunction scr_screenshake_battle() //gml_Script_scr_screenshake_battle
{
instance_destroy(obj_screenshake_battle)
var screenshake = instance_create(0, 0, obj_screenshake_battle)
battle_screenshake_duration = argument[0]
battle_screenshake_intensity = argument[1]
battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration
} (8, 2) |
17 |
instance_create_depth(x, (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_bullet_impact) |
18 |
var deg_dec = 26 |
19 |
for (var i = 155; i > 0; i -= deg_dec) |
20 |
{ |
21 |
var residue = instance_create_depth(x, (battle_box.bbox_bottom - 4), -100, obj_battle_enemy_attack_bullet_residue) |
22 |
residue.speed = 5 |
23 |
residue.direction = i |
24 |
} |
25 |
instance_destroy() |
26 |
} |