1 |
var fight_number = global.fight_number |
2 |
var battle_enemy_name = global.battle_enemy_name |
3 |
if (fight_number == 1) |
4 |
var enemy_vulnerable_hold = global.enemy_vulnerable |
5 |
else if (fight_number == 2) |
6 |
enemy_vulnerable_hold = global.enemy_vulnerable_2 |
7 |
else if (fight_number == 3) |
8 |
enemy_vulnerable_hold = global.enemy_vulnerable_3 |
9 |
var player_weapon_attack_original = global.player_weapon_attack |
10 |
var player_attack_original = global.player_attack |
11 |
switch global.player_weapon_modifier |
12 |
{ |
13 |
case "Silver Ammo": |
14 |
if (shot_type == "weak") |
15 |
{ |
16 |
global.player_attack *= 0.5 |
17 |
global.player_weapon_attack *= 0.5 |
18 |
} |
19 |
else if (shot_type == "strong") |
20 |
{ |
21 |
global.player_attack *= 1.25 |
22 |
global.player_weapon_attack *= 1.25 |
23 |
} |
24 |
break |
25 |
} |
26 |
|
27 |
if (global.battling_boss == true) |
28 |
{ |
29 |
if (battle_enemy_name == "dalv") |
30 |
{ |
31 |
if (global.action_2_important == true) |
32 |
global.enemy_sparing = true |
33 |
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) |
34 |
} |
35 |
else if (battle_enemy_name == "axis genocide" && (global.geno_complete[4] || (global.geno_complete[3] && global.attack_cycle < global.attack_cycle_max))) |
36 |
{ |
37 |
global.attacking_damage_stat = 0 |
38 |
instance_create(319, 120, obj_text_damage_count) |
39 |
audio_play_sound(snd_axis_trash_can_hit, 20, false, 1, 0, random_range(0.8, 1.2)) |
40 |
damage_type = "normal" |
41 |
var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code) |
42 |
attack_code.alarm[1] = 20 |
43 |
} |
44 |
else if (battle_enemy_name == "axis" && instance_exists(obj_battle_enemy_axis_generator)) |
45 |
{ |
46 |
global.attacking_damage_stat = 0 |
47 |
instance_create(319, 120, obj_text_damage_count) |
48 |
audio_play_sound(snd_ring, 20, false, 1, 0, random_range(0.8, 1.2)) |
49 |
damage_type = "normal" |
50 |
attack_code = instance_create(0, 0, obj_battle_boss_attacking_code) |
51 |
attack_code.alarm[1] = 20 |
52 |
} |
53 |
else if (battle_enemy_name == "micro froggit") |
54 |
{ |
55 |
if (shot_type != "strong") |
56 |
{ |
57 |
global.attacking_damage_stat = 0 |
58 |
instance_create(319, 120, obj_text_damage_count) |
59 |
audio_play_sound(snd_fail, 20, false, 1, 0, random_range(0.8, 1.2)) |
60 |
damage_type = "normal" |
61 |
attack_code = instance_create(0, 0, obj_battle_boss_attacking_code) |
62 |
attack_code.alarm[1] = 20 |
63 |
} |
64 |
else |
65 |
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) |
66 |
} |
67 |
else if (battle_enemy_name == "macro froggit") |
68 |
{ |
69 |
global.attacking_damage_stat = 0 |
70 |
instance_create(319, 120, obj_text_damage_count) |
71 |
audio_play_sound(snd_bloop, 20, false, 1, 0, random_range(0.8, 1.2)) |
72 |
damage_type = "normal" |
73 |
attack_code = instance_create(0, 0, obj_battle_boss_attacking_code) |
74 |
attack_code.alarm[1] = 20 |
75 |
} |
76 |
else if (battle_enemy_name == "ceroba") |
77 |
{ |
78 |
global.attacking_damage_stat = 0 |
79 |
instance_create(319, 120, obj_text_damage_count) |
80 |
with (obj_ceroba_phase_2_shield) |
81 |
{ |
82 |
audio_play_sound(snd_ceroba_shield_impact, 1, 0) |
83 |
audio_play_sound(snd_monster_damage_miss, 1, 0) |
84 |
hit_show_timer = 30 |
85 |
bullet_hit_draw_timer = 5 |
86 |
} |
87 |
damage_type = "normal" |
88 |
attack_code = instance_create(0, 0, obj_battle_boss_attacking_code) |
89 |
attack_code.alarm[1] = 20 |
90 |
} |
91 |
else |
92 |
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) |
93 |
} |
94 |
else if (global.fight_number == 1) |
95 |
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) |
96 |
else if (global.fight_number == 2) |
97 |
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) |
98 |
else if (global.fight_number == 3) |
99 |
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) |
100 |
global.player_attack = player_attack_original |
101 |
global.player_weapon_attack = player_weapon_attack_original |
102 |
if (fight_number == 1) |
103 |
global.enemy_vulnerable = enemy_vulnerable_hold |
104 |
else if (fight_number == 2) |
105 |
global.enemy_vulnerable_2 = enemy_vulnerable_hold |
106 |
else if (fight_number == 3) |
107 |
global.enemy_vulnerable_3 = enemy_vulnerable_hold |