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 |
x_center = obj_dialogue_box_battle_transformation_any.x |
5 |
y_center = obj_dialogue_box_battle_transformation_any.y |
6 |
var feather_direction = obj_battle_enemy_attack_martlet_ff_2_final_checker.feather_angle_direction |
7 |
feather_radius = distance_to_point(x_center, y_center) |
8 |
feather_radius_increase = -6 |
9 |
feather_angle_increase = -12 * feather_direction |
10 |
feather_angle_decrease = 1 * feather_direction |
11 |
feather_angle_min = -6 * feather_direction |
12 |
feather_angle_max = feather_angle_increase |
13 |
fai_radius_min = (-((obj_dialogue_box_battle_transformation_any.bbox_right - x_center - 30))) |
14 |
can_fade_in = true |
15 |
can_fade_out = false |
16 |
in_box = false |
17 |
global.id_store = id |
18 |
x_list = ds_list_create() |
19 |
y_list = ds_list_create() |
20 |
angle_list = ds_list_create() |
21 |
max_points_trail = 0 |
22 |
trail_cc_max = 3 |
23 |
trail_cc_start = trail_cc_max - 1 |
24 |
trail_cc_current = trail_cc_start |