1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
switch round(attack_tick) |
5 |
{ |
6 |
case 30: |
7 |
instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
8 |
instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
9 |
instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
10 |
instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block) |
11 |
break |
12 |
case 38: |
13 |
instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
14 |
instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
15 |
break |
16 |
case 46: |
17 |
instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block) |
18 |
instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
19 |
instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
20 |
instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
21 |
break |
22 |
case 54: |
23 |
instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
24 |
instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
25 |
instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
26 |
instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_block_hurt) |
27 |
break |
28 |
case 75: |
29 |
var block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) |
30 |
block.direction = 0 |
31 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
32 |
block.direction = 0 |
33 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) |
34 |
block.direction = 0 |
35 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) |
36 |
block.direction = 0 |
37 |
break |
38 |
case 85: |
39 |
instance_create_depth((battle_box.bbox_left + 5), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
40 |
instance_create_depth((battle_box.bbox_left + 29), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
41 |
instance_create_depth((battle_box.bbox_left + 53), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
42 |
instance_create_depth((battle_box.bbox_left + 77), (battle_box.bbox_top - 48), -100, obj_martlet_attack_glass) |
43 |
break |
44 |
case 95: |
45 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) |
46 |
block.direction = 180 |
47 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
48 |
block.direction = 180 |
49 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) |
50 |
block.direction = 180 |
51 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) |
52 |
block.direction = 180 |
53 |
break |
54 |
case 110: |
55 |
var arrow = instance_create_depth((battle_box.bbox_left + 15), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow) |
56 |
arrow.arrow_dir = 180 |
57 |
arrow = instance_create_depth((battle_box.bbox_left + 67), (battle_box.bbox_top - 64), -100, obj_martlet_attack_block_arrow) |
58 |
arrow.arrow_dir = 0 |
59 |
break |
60 |
case 120: |
61 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) |
62 |
block.direction = 180 |
63 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
64 |
block.direction = 180 |
65 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) |
66 |
block.direction = 180 |
67 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
68 |
block.direction = 180 |
69 |
break |
70 |
case 126: |
71 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) |
72 |
block.direction = 180 |
73 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block) |
74 |
block.direction = 180 |
75 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) |
76 |
block.direction = 180 |
77 |
block = instance_create_depth((battle_box.bbox_right + 100), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
78 |
block.direction = 180 |
79 |
break |
80 |
case 160: |
81 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) |
82 |
block.direction = 180 |
83 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
84 |
block.direction = 180 |
85 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) |
86 |
block.direction = 180 |
87 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
88 |
block.direction = 180 |
89 |
break |
90 |
case 166: |
91 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
92 |
block.direction = 180 |
93 |
break |
94 |
case 172: |
95 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) |
96 |
block.direction = 180 |
97 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
98 |
block.direction = 180 |
99 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) |
100 |
block.direction = 180 |
101 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
102 |
block.direction = 180 |
103 |
break |
104 |
case 190: |
105 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_arrow) |
106 |
block.direction = 180 |
107 |
block.arrow_dir = 90 |
108 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_arrow) |
109 |
block.direction = 180 |
110 |
block.arrow_dir = 90 |
111 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_arrow) |
112 |
block.direction = 180 |
113 |
block.arrow_dir = 180 |
114 |
block = instance_create_depth((battle_box.bbox_right + 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_arrow) |
115 |
block.direction = 180 |
116 |
block.arrow_dir = 180 |
117 |
break |
118 |
case 220: |
119 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) |
120 |
block.direction = 0 |
121 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
122 |
block.direction = 0 |
123 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) |
124 |
block.direction = 0 |
125 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
126 |
block.direction = 0 |
127 |
break |
128 |
case 226: |
129 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) |
130 |
block.direction = 0 |
131 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
132 |
block.direction = 0 |
133 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) |
134 |
block.direction = 0 |
135 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
136 |
block.direction = 0 |
137 |
break |
138 |
case 260: |
139 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) |
140 |
block.direction = 0 |
141 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
142 |
block.direction = 0 |
143 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) |
144 |
block.direction = 0 |
145 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
146 |
block.direction = 0 |
147 |
break |
148 |
case 266: |
149 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_glass) |
150 |
block.direction = 0 |
151 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
152 |
block.direction = 0 |
153 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block) |
154 |
block.direction = 0 |
155 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
156 |
block.direction = 0 |
157 |
break |
158 |
case 272: |
159 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_block_hurt) |
160 |
block.direction = 0 |
161 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) |
162 |
block.direction = 0 |
163 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
164 |
block.direction = 0 |
165 |
break |
166 |
case 278: |
167 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block) |
168 |
block.direction = 0 |
169 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_block_hurt) |
170 |
block.direction = 0 |
171 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_block_hurt) |
172 |
block.direction = 0 |
173 |
break |
174 |
case 284: |
175 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 5), -105, obj_martlet_attack_block_hurt) |
176 |
block.direction = 0 |
177 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 29), -105, obj_martlet_attack_glass) |
178 |
block.direction = 0 |
179 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 53), -105, obj_martlet_attack_glass) |
180 |
block.direction = 0 |
181 |
block = instance_create_depth((battle_box.bbox_left - 48), (battle_box.bbox_top + 77), -105, obj_martlet_attack_glass) |
182 |
block.direction = 0 |
183 |
break |
184 |
case 350: |
185 |
instance_destroy() |
186 |
break |
187 |
} |
188 |
|
189 |
attack_tick += 1 |