1 |
var fight_number = global.fight_number |
2 |
if (fight_number == 1) |
3 |
var enemy_vulnerable_hold = global.enemy_vulnerable |
4 |
else if (fight_number == 2) |
5 |
enemy_vulnerable_hold = global.enemy_vulnerable_2 |
6 |
else if (fight_number == 3) |
7 |
enemy_vulnerable_hold = global.enemy_vulnerable_3 |
8 |
var player_weapon_attack_original = global.player_weapon_attack |
9 |
var player_attack_original = global.player_attack |
10 |
switch global.player_weapon_modifier |
11 |
{ |
12 |
case "Silver Ammo": |
13 |
if (shot_type == "weak") |
14 |
{ |
15 |
global.player_attack *= 0.5 |
16 |
global.player_weapon_attack *= 0.5 |
17 |
} |
18 |
else if (shot_type == "strong") |
19 |
{ |
20 |
global.player_attack *= 1.75 |
21 |
global.player_weapon_attack *= 1.75 |
22 |
} |
23 |
break |
24 |
} |
25 |
|
26 |
if (global.battling_boss == true) |
27 |
scr_damage_determination_bossscr_damage_determination_bossfunction scr_damage_determination_boss(argument0) //gml_Script_scr_damage_determination_boss
{
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
r = random_range(0, 2)
switch shot_type
{
case "strong":
b = 2.5
break
case "medium":
b = 2
break
default:
b = 1.5
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b)
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
r = random_range(0, 2)
b = 1.5
var b_diff = 1 / circle_count
for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_diff
switch st_temp
{
case 3:
b += b_diff
break
case 2:
b += (0.8 * b_diff)
break
default:
b += (0.6 * b_diff)
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3)))
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
var b_inc = 0.5833333333333334
switch shot_type
{
case "strong":
b += b_inc
break
case "medium":
b += (b_inc * 0.5)
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc * 0.5)
break
default:
b += 0
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b)
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
b_inc = 0.5833333333333334
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc / 2)
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
... (dd_type) |
28 |
else if (global.fight_number == 1) |
29 |
scr_damage_determination_enemyscr_damage_determination_enemyfunction scr_damage_determination_enemy(argument0) //gml_Script_scr_damage_determination_enemy
{
if live_call()
return global.live_result;
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
r = random_range(0, 2)
switch shot_type
{
case "strong":
b = 2.5
break
case "medium":
b = 2
break
default:
b = 1.5
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat + r) * b)
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 2.5)
r = random_range(0, 2)
b = 1.5
var b_diff = 1 / circle_count
for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_diff
switch st_temp
{
case 3:
b += b_diff
break
case 2:
b += (0.8 * b_diff)
break
default:
b += (0.6 * b_diff)
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * (clamp(b, 1.5, 3)))
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
var b_inc = 0.5833333333333334
switch shot_type
{
case "strong":
b += b_inc
break
case "medium":
b += (b_inc * 0.5)
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc * 0.5)
break
default:
b += 0
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + r) * b)
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy
global.attacking_damage_stat_critical = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
b_inc = 0.5833333333333334
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc / 2)
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
... (dd_type) |
30 |
else if (global.fight_number == 2) |
31 |
scr_damage_determination_enemy_2scr_damage_determination_enemy_2function scr_damage_determination_enemy_2(argument0) //gml_Script_scr_damage_determination_enemy_2
{
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
r = random_range(0, 2)
switch shot_type
{
case "strong":
b = 2.5
break
case "medium":
b = 2
break
default:
b = 1.5
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b)
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 2.5)
r = random_range(0, 2)
b = 1.5
var b_diff = 1 / circle_count
for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_diff
switch st_temp
{
case 3:
b += b_diff
break
case 2:
b += (0.8 * b_diff)
break
default:
b += (0.6 * b_diff)
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * (clamp(b, 1.5, 3)))
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + 2) * 3.5)
r = random_range(0, 2)
b = 0
var b_inc = 0.5833333333333334
switch shot_type
{
case "strong":
b += b_inc
break
case "medium":
b += (b_inc * 0.5)
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc * 0.5)
break
default:
b += 0
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_2 + r) * b)
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_2
global.attacking_damage_stat_critical_2 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
b_inc = 0.5833333333333334
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc / 2)
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
... (dd_type) |
32 |
else if (global.fight_number == 3) |
33 |
scr_damage_determination_enemy_3scr_damage_determination_enemy_3function scr_damage_determination_enemy_3(argument0) //gml_Script_scr_damage_determination_enemy_3
{
switch argument0
{
case "Gun Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5)
r = random_range(0, 2)
switch shot_type
{
case "strong":
b = 2.5
break
case "medium":
b = 2
break
default:
b = 1.5
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b)
break
case "Gun Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 2.5)
r = random_range(0, 2)
b = 1.5
var b_diff = 1 / circle_count
for (var st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_diff
switch st_temp
{
case 3:
b += b_diff
break
case 2:
b += (0.8 * b_diff)
break
default:
b += (0.6 * b_diff)
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * (clamp(b, 1.5, 3)))
break
case "Revolver Single":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + 2) * 3.5)
r = random_range(0, 2)
b = 0
var b_inc = 0.5833333333333334
switch shot_type
{
case "strong":
b += b_inc
break
case "medium":
b += (b_inc * 0.5)
break
default:
b = 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc * 0.5)
break
default:
b += 0
}
global.attacking_damage_stat = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat_3 + r) * b)
break
case "Revolver Multi":
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3
global.attacking_damage_stat_critical_3 = round((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack - global.enemy_defense_stat + 2) * 3.5)
r = random_range(0, 2)
b = 0
b_inc = 0.5833333333333334
for (st_temp = shot_total; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
{
case 3:
b += b_inc
break
case 2:
b += (b_inc / 2)
break
default:
b += 0
}
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3)
b += b_inc
switch st_temp
... (dd_type) |
34 |
global.player_attack = player_attack_original |
35 |
global.player_weapon_attack = player_weapon_attack_original |
36 |
if (fight_number == 1) |
37 |
global.enemy_vulnerable = enemy_vulnerable_hold |
38 |
else if (fight_number == 2) |
39 |
global.enemy_vulnerable_2 = enemy_vulnerable_hold |
40 |
else if (fight_number == 3) |
41 |
global.enemy_vulnerable_3 = enemy_vulnerable_hold |