1 |
if live_call() |
2 |
return global.live_result; |
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;
} ("martlet", "void", "void") |
4 |
attack_beam_width = 30 |
5 |
attack_beam_width_current = 20 |
6 |
attack_beam_width_inc = attack_beam_width / (0.4 * room_speed) |
7 |
attack_beam_width_fluctuation = 0 |
8 |
attack_beam_height = obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top |
9 |
attack_beam_grow = true |
10 |
attack_beam_draw_alpha = 0 |
11 |
attack_beam_draw_color = 16777215 |
12 |
attack_beam_flash_timer_max = 15 |
13 |
attack_beam_flash_timer = 0 |
14 |
attack_beam_timer = 3 |
15 |
attack_beam_stage = 1 |