1 |
image_speed = 0.6 |
2 |
image_index = 0 |
3 |
alarm[0] = 17alarm[0]instance_create(x, y, obj_battle_enemy_attack_martlet_feather_spiral_explosion)
image_alpha = 0 |
4 |
alarm[1] = 20alarm[1]var random_number = irandom_range(1, 5)
switch random_number
{
case 1:
feather_sprite = spr_battle_enemy_attack_martlet_feather_1
break
case 2:
feather_sprite = spr_battle_enemy_attack_martlet_feather_2
break
case 3:
feather_sprite = spr_battle_enemy_attack_martlet_feather_3
break
case 4:
feather_sprite = spr_battle_enemy_attack_martlet_feather_4
break
case 5:
feather_sprite = spr_battle_enemy_attack_martlet_feather_5
break
default:
feather_sprite = spr_battle_enemy_attack_martlet_feather_1
}
for (i = 0; i < fcreate_count; i += 1)
{
var fcreate_x = x + feather_radius * cos(degtorad(fcreate_angle_diff))
var fcreate_y = y - feather_radius * sin(degtorad(fcreate_angle_diff))
global.id_store = id
instance_create(fcreate_x, fcreate_y, obj_battle_enemy_attack_martlet_feather_spiral_feather)
id_feather[i] = global.id_store
with (id_feather[i])
{
sprite_index = id_target.feather_sprite
image_index = 0
image_speed = 0
image_angle = id_target.fcreate_angle_diff
trail_sprite = sprite_index
}
fcreate_angle_diff -= fcreate_decrease
if (fcreate_angle_diff < 0)
fcreate_angle_diff += 360
}
can_spiral = true
switch feather_sprite
{
case spr_battle_enemy_attack_martlet_feather_1:
case 2274:
case 2275:
audio_play_sound(snd_mart_spiral_attack_2, 20, 0)
break
case 2276:
case 2278:
audio_play_sound(snd_mart_spiral_attack_1, 20, 0)
break
default:
audio_play_sound(snd_mart_spiral_attack_1, 20, 0)
} |
5 |
feather_radius = 15 |
6 |
feather_radius_increase = 10 |
7 |
feather_angle_master = irandom_range(0, 360) |
8 |
feather_angle_speed = 4 |
9 |
feather_alpha = 1 |
10 |
can_spiral = false |
11 |
can_fade_out = false |
12 |
fcreate_count = 4 |
13 |
fcreate_decrease = 360 / fcreate_count |
14 |
fcreate_angle_diff = 0 |
15 |
warning_radius = feather_radius |
16 |
warning_radius_increase = feather_radius_increase |
17 |
warning_angle_master = feather_angle_master |
18 |
warning_angle_speed = feather_angle_speed |
19 |
warning_counter = 3 |
20 |
warning_multiplier = 5 |
21 |
for (i = 0; i < warning_counter; i += 1) |
22 |
{ |
23 |
warning_angle_master += (warning_angle_speed * warning_multiplier) |
24 |
if (warning_angle_master >= 360) |
25 |
warning_angle_master -= 360 |
26 |
warning_radius += (warning_radius_increase * warning_multiplier) |
27 |
frotate_angle_diff = 0 |
28 |
for (j = 0; j < fcreate_count; j += 1) |
29 |
{ |
30 |
frotate_angle_use = frotate_angle_diff + warning_angle_master |
31 |
if (frotate_angle_use < 0) |
32 |
frotate_angle_use += 360 |
33 |
else if (frotate_angle_use >= 360) |
34 |
frotate_angle_use -= 360 |
35 |
frotate_x = x + warning_radius * cos(degtorad(frotate_angle_use)) |
36 |
frotate_y = y - warning_radius * sin(degtorad(frotate_angle_use)) |
37 |
if (!instance_exists(obj_battle_enemy_attack_martlet_feather_spiral_warning_master)) |
38 |
instance_create(frotate_x, frotate_y, obj_battle_enemy_attack_martlet_feather_spiral_warning_master) |
39 |
else |
40 |
instance_create(frotate_x, frotate_y, obj_battle_enemy_attack_martlet_feather_spiral_warning_slave) |
41 |
frotate_angle_diff -= fcreate_decrease |
42 |
if (frotate_angle_diff < 0) |
43 |
frotate_angle_diff += 360 |
44 |
} |
45 |
} |
46 |
image_angle = feather_angle_master |