1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch attack_beam_stage |
4 |
{ |
5 |
case 0: |
6 |
attack_beam_width_current += attack_beam_width_inc |
7 |
if (attack_beam_width_current >= attack_beam_width) |
8 |
{ |
9 |
attack_beam_width_current = attack_beam_width |
10 |
attack_beam_stage = 1 |
11 |
attack_beam_draw_color = make_colour_rgb(230, 50, 50) |
12 |
} |
13 |
attack_beam_draw_alpha = attack_beam_width_current / attack_beam_width * 0.5 |
14 |
break |
15 |
case 1: |
16 |
if (attack_beam_grow == true) |
17 |
{ |
18 |
if (attack_beam_width_current < (attack_beam_width + attack_beam_width_fluctuation)) |
19 |
attack_beam_width_current += 2 |
20 |
} |
21 |
if (attack_beam_grow == false) |
22 |
{ |
23 |
if (attack_beam_width_current > (attack_beam_width - attack_beam_width_fluctuation)) |
24 |
attack_beam_width_current -= 2 |
25 |
else |
26 |
attack_beam_grow = true |
27 |
} |
28 |
if (attack_beam_timer > 0) |
29 |
attack_beam_timer -= 1 |
30 |
else |
31 |
attack_beam_stage = 2 |
32 |
break |
33 |
case 2: |
34 |
if (attack_beam_width_current > 0) |
35 |
attack_beam_width_current -= 7 |
36 |
else |
37 |
instance_destroy() |
38 |
break |
39 |
} |
40 |
|
41 |
if (attack_beam_stage == 0) |
42 |
return; |
43 |
var y_original = 0 |
44 |
var y_max = room_height |
45 |
var x_original = 0 |
46 |
var x_max = room_width |
47 |
if (obj_heart_battle_fighting_parent.vulnerable == true && (point_in_rectangle(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y, (x - attack_beam_width_current / 2), y_original, (x + attack_beam_width_current / 2), y_max) || point_in_rectangle(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y, x_original, (y - attack_beam_width_current / 2), x_max, (y + attack_beam_width_current / 2)))) |
48 |
{ |
49 |
var damage = global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense + 10 |
50 |
if (damage < 1) |
51 |
damage = 1 |
52 |
global.current_hp_self -= damage |
53 |
audio_play_sound(snd_hurt, 1, 0) |
54 |
with (obj_heart_battle_fighting_parent) |
55 |
{ |
56 |
vulnerable = false |
57 |
global.hit_self = true |
58 |
alarm[0] |
59 |
} |
60 |
} |