1 |
if live_call() |
2 |
return global.live_result; |
3 |
if instance_exists(obj_battle_enemy_attack_bullet_residue) |
4 |
instance_destroy(obj_battle_enemy_attack_bullet_residue) |
5 |
switch attack_tick |
6 |
{ |
7 |
case 10: |
8 |
alarm[0] = 1alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.x
target_y = 500
turn_rate = 0
}
break
case "left":
bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
{
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "right")
wave_number -= 1
}
else
alarm[1] = 180 |
9 |
break |
10 |
case 20: |
11 |
alarm[0] = 1alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.x
target_y = 500
turn_rate = 0
}
break
case "left":
bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
{
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "right")
wave_number -= 1
}
else
alarm[1] = 180 |
12 |
break |
13 |
case 98: |
14 |
instance_create(320, 320, obj_battle_enemy_attack_ceroba_beam_vertical) |
15 |
break |
16 |
case 100: |
17 |
spawn_dist = 140 |
18 |
alarm[0] = 1alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.x
target_y = 500
turn_rate = 0
}
break
case "left":
bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
{
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "right")
wave_number -= 1
}
else
alarm[1] = 180 |
19 |
break |
20 |
case 115: |
21 |
with (instance_create_depth(320, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) |
22 |
ring_object = 2725 |
23 |
break |
24 |
case 125: |
25 |
alarm[0] = 1alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var list_pos = irandom_range(0, (ds_list_size(bullet_list) - 1))
var bul_spawn = ds_list_find_value(bullet_list, list_pos)
ds_list_delete(bullet_list, list_pos)
switch bul_spawn
{
case "middle":
var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.x
target_y = 500
turn_rate = 0
}
break
case "left":
bullet = instance_create_depth((battle_box.x + spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_left - 50
target_y = 200
turn_rate = 0.07
}
break
case "right":
bullet = instance_create_depth((battle_box.x - spawn_dist), battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1)
bullet.image_xscale = -1
bullet.attack_delay = 1
with (bullet)
{
target_x = battle_box.bbox_right + 50
target_y = 200
turn_rate = 0.07
}
break
}
if (ds_list_size(bullet_list) > 0)
{
}
else if (wave_number > 0)
{
ds_list_add(bullet_list, "left", "right")
wave_number -= 1
}
else
alarm[1] = 180 |
26 |
break |
27 |
case 145: |
28 |
with (instance_create_depth(240, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) |
29 |
ring_object = 2725 |
30 |
break |
31 |
case 165: |
32 |
with (instance_create_depth(400, (room_height + 60), -200, obj_battle_enemy_attack_ceroba_jumping_flower)) |
33 |
ring_object = 2727 |
34 |
break |
35 |
case 285: |
36 |
instance_destroy() |
37 |
break |
38 |
} |
39 |
|
40 |
attack_tick++ |