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function shotFail_gml_Object_obj_toy_gun_circle_Step_0() //gml_Script_shotFail_gml_Object_obj_toy_gun_circle_Step_0 |
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{ |
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outline = 0 |
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shrink = false |
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image_alpha = 0 |
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alarm[0] = 1alarm[0]dd_type = "Gun Single"
event_user(0) |
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no_loop = true |
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} |
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|
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var fight_number = global.fight_number |
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if (fight_number == 1) |
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{ |
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var enemy_sparing = global.enemy_sparing |
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var enemy_vulnerable = global.enemy_vulnerable |
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var current_hp_enemy = global.current_hp_enemy |
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var attacking_damage_stat_critical = global.attacking_damage_stat_critical |
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var enemy_target_x = global.enemy_target_x |
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var enemy_target_y = global.enemy_target_y |
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} |
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else if (fight_number == 2) |
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{ |
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enemy_sparing = global.enemy_sparing_2 |
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enemy_vulnerable = global.enemy_vulnerable_2 |
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current_hp_enemy = global.current_hp_enemy_2 |
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attacking_damage_stat_critical = global.attacking_damage_stat_critical_2 |
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enemy_target_x = global.enemy_target_x_2 |
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enemy_target_y = global.enemy_target_y_2 |
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} |
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else if (fight_number == 3) |
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{ |
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enemy_sparing = global.enemy_sparing_3 |
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enemy_vulnerable = global.enemy_vulnerable_3 |
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current_hp_enemy = global.current_hp_enemy_3 |
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attacking_damage_stat_critical = global.attacking_damage_stat_critical_3 |
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enemy_target_x = global.enemy_target_x_3 |
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enemy_target_y = global.enemy_target_y_3 |
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} |
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script_execute(gml_Script_scr_controls_battle_reticle) |
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if (outline <= 0 && no_loop == false) |
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shotFail() |
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if key_select |
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{ |
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if (outline > small_circle) |
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{ |
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audio_play_sound(snd_fail, 1, 0) |
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shotFail() |
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} |
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else if ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical) || outline <= (small_circle * 0.25)) |
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{ |
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shot_type = "strong" |
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hit_object = obj_shot_strong |
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if (global.battle_enemy_name == "micro froggit" && outline > (small_circle * 0.25)) |
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{ |
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shot_type = "weak" |
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hit_object = obj_shot_weak |
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} |
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} |
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else if (outline <= (small_circle * 0.6) && outline > (small_circle * 0.25)) |
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{ |
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shot_type = "medium" |
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hit_object = obj_shot_medium |
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} |
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else if (outline < small_circle && outline > (small_circle * 0.6)) |
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{ |
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shot_type = "weak" |
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hit_object = obj_shot_weak |
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} |
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if (shrink == true) |
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{ |
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instance_create(enemy_target_x, enemy_target_y, hit_object) |
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shrink = false |
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button_pressed = true |
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} |
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} |
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if (outline > 0 && shrink == true) |
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outline -= shrink_speed |
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if (button_pressed == true && shrink == false) |
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{ |
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color_alt_total += color_alt_speed |
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if (color_alt_total >= color_alt_max) |
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{ |
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color_alt_total = 0 |
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color_number += 1 |
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if (color_number > 1) |
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color_number = 0 |
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} |
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cursor_color = color[color_number] |
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color_number_2 = color_number + 1 |
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if (color_number_2 > 1) |
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color_number_2 = 0 |
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outline_color = color[color_number_2] |
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} |