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 |
image_blend = c_yellow |
5 |
if (!instance_exists(obj_feather_fall_final_holder)) |
6 |
instance_create(0, 0, obj_feather_fall_final_holder) |
7 |
state = 0 |
8 |
fall_speed = 10 |
9 |
x_point = x |
10 |
y_point = y |
11 |
angle_pos = 270 |
12 |
angle_pos_default = angle_pos |
13 |
angle_pos_max = 15 * fall_speed |
14 |
angle_radius = 10 |
15 |
starting_position_x = x |
16 |
starting_position_y = y |
17 |
animation_disjoint_x = 0 |
18 |
animation_disjoint_y = 0 |
19 |
can_move = true |
20 |
explosion_angle = irandom_range(0, 360) |
21 |
var random_number = irandom_range(1, 3) |
22 |
switch random_number |
23 |
{ |
24 |
case 1: |
25 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1 |
26 |
break |
27 |
case 2: |
28 |
sprite_index = spr_battle_enemy_attack_martlet_feather_2 |
29 |
break |
30 |
case 3: |
31 |
sprite_index = spr_battle_enemy_attack_martlet_feather_3 |
32 |
break |
33 |
case 4: |
34 |
sprite_index = spr_battle_enemy_attack_martlet_feather_4 |
35 |
break |
36 |
case 5: |
37 |
sprite_index = spr_battle_enemy_attack_martlet_feather_5 |
38 |
break |
39 |
default: |
40 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1 |
41 |
} |
42 |
|
43 |
image_speed = 0 |
44 |
image_index = 0 |
45 |
image_alpha = 0 |
46 |
var battle_box = 3154 |
47 |
if (x < battle_box.x) |
48 |
random_number = 1 |
49 |
else |
50 |
random_number = -1 |
51 |
sign_modifier = random_number |
52 |
time_elapsed = 0 |
53 |
time_max = 30 + 15 * (fall_speed - 1) |
54 |
time_increase = 1 |
55 |
max_rise = 10 * fall_speed * 2 |
56 |
time_elapsed_increase_fall = round(time_max / 3) |
57 |
spin_speed = 25 |
58 |
no_loop_spin = false |
59 |
attack_speed = 32 |
60 |
in_box = false |
61 |
x_list = ds_list_create() |
62 |
y_list = ds_list_create() |
63 |
angle_list = ds_list_create() |
64 |
max_points_trail = 10 |
65 |
trail_sprite = sprite_index |
66 |
trail_cc_max = 3 |
67 |
trail_cc_start = trail_cc_max - 1 |
68 |
trail_cc_current = trail_cc_start |
69 |
bullet_hit_points = 1 |
70 |
bullet_hit_draw_timer = 0 |
71 |
bullet_destroy_self = false |
72 |
alarm[0] = 30alarm[0]if live_call()
return global.live_result;
x_destination = obj_heart_battle_fighting_parent.x
y_destination = obj_heart_battle_fighting_parent.y
angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y)
if (angle_difference(image_angle, angle_destination) > 0)
spin_direction = 1
else
spin_direction = -1
obj_feather_fall_final_holder.x_store = x_destination
obj_feather_fall_final_holder.y_store = y_destination
obj_feather_fall_final_holder.angle_store = angle_destination
global.id_store = id
with (instance_create_depth(x_destination, y_destination, -100, obj_battle_enemy_attack_martlet_feather_fall_target_1_final))
{
geno_target_angle = other.explosion_angle
sprite_index = spr_battle_enemy_attack_martlet_target_half_axis
}
id_target = global.id_store
state = 1
switch sprite_index
{
case spr_battle_enemy_attack_martlet_feather_1:
audio_play_sound(snd_mart_feather_atk3, 20, 0)
break
case 2274:
case 2275:
audio_play_sound(snd_mart_feather_atk1, 20, 0)
break
case 2276:
case 2278:
audio_play_sound(snd_mart_feather_atk2, 20, 0)
break
default:
audio_play_sound(snd_mart_feather_atk1, 20, 0)
} |