| 1 |
if (is_dashing || dash_grace > 0) |
| 2 |
exit; |
| 3 |
vulnerable = false; |
| 4 |
global.hit_self = true; |
| 5 |
if (global.current_pp_self > 0) |
| 6 |
{ |
| 7 |
instance_create(x, y, obj_heart_battle_effect_expand); |
| 8 |
for (i = 0; i < 5; i++) |
| 9 |
instance_create(x, y, obj_heart_battle_effect_shard); |
| 10 |
global.current_pp_self -= 1; |
| 11 |
audio_play_sound(snd_mirrorbreak1, 20, false); |
| 12 |
} |
| 13 |
else |
| 14 |
{ |
| 15 |
if (damage_number == 1) |
| 16 |
global.current_hp_self -= damage; |
| 17 |
else if (damage_number == 2) |
| 18 |
global.current_hp_self -= damage_2; |
| 19 |
else if (damage_number == 3) |
| 20 |
global.current_hp_self -= damage_3; |
| 21 |
audio_play_sound(snd_hurt, 20, false); |
| 22 |
scr_screenshake_battlescr_screenshake_battlefunction scr_screenshake_battle()
{
instance_destroy(obj_screenshake_battle);
var screenshake = instance_create(0, 0, obj_screenshake_battle);
battle_screenshake_duration = argument[0];
battle_screenshake_intensity = argument[1];
battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration;
} (12, 6); |
| 23 |
} |
| 24 |
alarm[0] |