1 |
if live_call() |
2 |
return global.live_result; |
3 |
function shoot_fail_gml_Object_obj_wild_revolver_circle_multi_pre_Step_0() //gml_Script_shoot_fail_gml_Object_obj_wild_revolver_circle_multi_pre_Step_0 |
4 |
{ |
5 |
if (!shoot_miss) |
6 |
{ |
7 |
gun_spin = false |
8 |
hit[circle_current] = 0 |
9 |
color_hit_number[circle_current] = 0 |
10 |
button_pressed = true |
11 |
if (shot_add == 0) |
12 |
button_pressed = false |
13 |
var shot_sound = audio_play_sound(snd_fail, 1, 0) |
14 |
shrink[circle_current] = false |
15 |
shrink_speed = 0 |
16 |
alarm[0] = 20alarm[0]with (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed
if (other.shoot_miss == true)
alarm[0] = 1
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed
instance_destroy() |
17 |
shoot_miss = true |
18 |
key_select = 0 |
19 |
no_loop = true |
20 |
} |
21 |
} |
22 |
|
23 |
if (execute_create == true) |
24 |
{ |
25 |
if (can_execute == false) |
26 |
return; |
27 |
var fight_number = global.fight_number |
28 |
if (fight_number == 1) |
29 |
{ |
30 |
var enemy_sparing = global.enemy_sparing |
31 |
var enemy_vulnerable = global.enemy_vulnerable |
32 |
var current_hp_enemy = global.current_hp_enemy |
33 |
var attacking_damage_stat_critical = global.attacking_damage_stat_critical |
34 |
var enemy_target_x = global.enemy_target_x |
35 |
var enemy_target_y = global.enemy_target_y |
36 |
} |
37 |
else if (fight_number == 2) |
38 |
{ |
39 |
enemy_sparing = global.enemy_sparing_2 |
40 |
enemy_vulnerable = global.enemy_vulnerable_2 |
41 |
current_hp_enemy = global.current_hp_enemy_2 |
42 |
attacking_damage_stat_critical = global.attacking_damage_stat_critical_2 |
43 |
enemy_target_x = global.enemy_target_x_2 |
44 |
enemy_target_y = global.enemy_target_y_2 |
45 |
} |
46 |
else if (fight_number == 3) |
47 |
{ |
48 |
enemy_sparing = global.enemy_sparing_3 |
49 |
enemy_vulnerable = global.enemy_vulnerable_3 |
50 |
current_hp_enemy = global.current_hp_enemy_3 |
51 |
attacking_damage_stat_critical = global.attacking_damage_stat_critical_3 |
52 |
enemy_target_x = global.enemy_target_x_3 |
53 |
enemy_target_y = global.enemy_target_y_3 |
54 |
} |
55 |
script_execute(gml_Script_scr_controls_battle_reticle_multi) |
56 |
for (i = 0; i <= final_circle; i++) |
57 |
{ |
58 |
if (outline[i] <= 0 && shrink[i] == true) |
59 |
{ |
60 |
outline[i] = 0 |
61 |
shrink[i] = false |
62 |
imagea[i] = 0 |
63 |
circle_current += 1 |
64 |
} |
65 |
} |
66 |
if key_select |
67 |
{ |
68 |
if (outline[circle_current] > small_circle) |
69 |
{ |
70 |
shoot_fail() |
71 |
return; |
72 |
} |
73 |
else if ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical) || outline[circle_current] <= (small_circle * 0.5)) |
74 |
{ |
75 |
gun_spin = true |
76 |
hit[circle_current] = 2 |
77 |
color_hit_number[circle_current] = 1 |
78 |
shot_add += 3 |
79 |
if (circle_current == final_circle) |
80 |
hit_object = 2916 |
81 |
else |
82 |
hit_object = 2916 |
83 |
shot_sound = audio_play_sound(snd_attackhitperfect, 1, 0) |
84 |
} |
85 |
else if (outline[circle_current] <= small_circle && outline[circle_current] > (small_circle * 0.5)) |
86 |
{ |
87 |
gun_spin = true |
88 |
hit[circle_current] = 1 |
89 |
color_hit_number[circle_current] = 0 |
90 |
shot_add += 2 |
91 |
if (circle_current == final_circle) |
92 |
hit_object = 2915 |
93 |
else |
94 |
hit_object = 2915 |
95 |
shot_sound = audio_play_sound(snd_attackhit, 1, 0) |
96 |
} |
97 |
audio_sound_pitch(shot_sound, (1 + obj_wild_revolver_battle_outline.target_current * 0.08)) |
98 |
instance_create((enemy_target_x + (irandom_range(-50, 50))), (enemy_target_y + (irandom_range(-50, 50))), hit_object) |
99 |
shrink[circle_current] = false |
100 |
button_pressed = true |
101 |
button_pressed_main = true |
102 |
circle_current += 1 |
103 |
if (circle_current > final_circle) |
104 |
alarm[0] = 5alarm[0]with (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed
if (other.shoot_miss == true)
alarm[0] = 1
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed
instance_destroy() |
105 |
key_select = 0 |
106 |
} |
107 |
for (i = 0; i <= final_circle; i++) |
108 |
{ |
109 |
if (outline[i] > 0 && shrink[i] == true) |
110 |
{ |
111 |
outline[i] -= shrink_speed |
112 |
if (outline[i] <= 0) |
113 |
{ |
114 |
outline[i] = 0 |
115 |
shoot_fail() |
116 |
} |
117 |
} |
118 |
if (shrink[i] == false && imagea[i] > 0) |
119 |
{ |
120 |
if (hit[i] == 2) |
121 |
{ |
122 |
color_alt_total[i] += color_alt_speed |
123 |
if (color_alt_total[i] >= color_alt_max) |
124 |
{ |
125 |
color_alt_total[i] = 0 |
126 |
color_hit_number[i] += 1 |
127 |
if (color_hit_number[i] > 2) |
128 |
color_hit_number[i] = 0 |
129 |
} |
130 |
} |
131 |
if (hit[i] != 0) |
132 |
{ |
133 |
cursor_color[i] = color_hit[color_hit_number[i]] |
134 |
outline_color[i] = color_hit[color_hit_number[i]] |
135 |
} |
136 |
thickness[i] += thick_increase |
137 |
imagea[i] -= imagea_dec |
138 |
if (imagea[i] < 0) |
139 |
imagea[i] = 0 |
140 |
} |
141 |
} |
142 |
if (no_loop == false) |
143 |
{ |
144 |
if (outline[final_circle] == 0 && hit[final_circle] == false) |
145 |
{ |
146 |
if (!instance_exists(obj_strike_fake)) |
147 |
{ |
148 |
alarm[0] = 5alarm[0]with (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed
if (other.shoot_miss == true)
alarm[0] = 1
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed
instance_destroy() |
149 |
no_loop = true |
150 |
} |
151 |
} |
152 |
} |
153 |
} |