3 |
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;
} ("macro froggit", "void", "void") |
4 |
alarm[0] = 30alarm[0]if live_call()
return global.live_result;
var soul = obj_heart_battle_fighting_red
image_index = 1
direction = point_direction(x, y, soul.x, soul.y)
var dir_clamp = 15
if (image_xscale == 1)
direction = clamp(direction, (90 + dir_clamp), (180 - dir_clamp))
else
direction = clamp(direction, dir_clamp, (90 - dir_clamp))
speed = 8
gravity = 0.25 |