| 1 |
function scr_damage_determination_enemy_3scr_damage_determination_enemy_3function scr_damage_determination_enemy_3(arg0)
{
switch (arg0)
{
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;
var st_temp;
for (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;
}
var st_temp;
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;
var b_inc = 0.5833333333333334;
var st_temp;
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)
{
case 3:
... (arg0) |
| 2 |
{ |
| 3 |
switch (arg0) |
| 4 |
{ |
| 5 |
case "Gun Single": |
| 6 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; |
| 7 |
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); |
| 8 |
r = random_range(0, 2); |
| 9 |
switch (shot_type) |
| 10 |
{ |
| 11 |
case "strong": |
| 12 |
b = 2.5; |
| 13 |
break; |
| 14 |
case "medium": |
| 15 |
b = 2; |
| 16 |
break; |
| 17 |
default: |
| 18 |
b = 1.5; |
| 19 |
} |
| 20 |
global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); |
| 21 |
break; |
| 22 |
case "Gun Multi": |
| 23 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; |
| 24 |
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); |
| 25 |
r = random_range(0, 2); |
| 26 |
b = 1.5; |
| 27 |
var b_diff = 1 / circle_count; |
| 28 |
var st_temp; |
| 29 |
for (st_temp = shot_total; st_temp > 3; st_temp -= 3) |
| 30 |
b += b_diff; |
| 31 |
switch (st_temp) |
| 32 |
{ |
| 33 |
case 3: |
| 34 |
b += b_diff; |
| 35 |
break; |
| 36 |
case 2: |
| 37 |
b += (0.8 * b_diff); |
| 38 |
break; |
| 39 |
default: |
| 40 |
b += (0.6 * b_diff); |
| 41 |
} |
| 42 |
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)); |
| 43 |
break; |
| 44 |
case "Revolver Single": |
| 45 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; |
| 46 |
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); |
| 47 |
r = random_range(0, 2); |
| 48 |
b = 0; |
| 49 |
var b_inc = 0.5833333333333334; |
| 50 |
switch (shot_type) |
| 51 |
{ |
| 52 |
case "strong": |
| 53 |
b += b_inc; |
| 54 |
break; |
| 55 |
case "medium": |
| 56 |
b += (b_inc * 0.5); |
| 57 |
break; |
| 58 |
default: |
| 59 |
b = 0; |
| 60 |
} |
| 61 |
var st_temp; |
| 62 |
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
| 63 |
b += b_inc; |
| 64 |
switch (st_temp) |
| 65 |
{ |
| 66 |
case 3: |
| 67 |
b += b_inc; |
| 68 |
break; |
| 69 |
case 2: |
| 70 |
b += (b_inc * 0.5); |
| 71 |
break; |
| 72 |
default: |
| 73 |
b += 0; |
| 74 |
} |
| 75 |
global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); |
| 76 |
break; |
| 77 |
case "Revolver Multi": |
| 78 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; |
| 79 |
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); |
| 80 |
r = random_range(0, 2); |
| 81 |
b = 0; |
| 82 |
var b_inc = 0.5833333333333334; |
| 83 |
var st_temp; |
| 84 |
for (st_temp = shot_total; st_temp > 3; st_temp -= 3) |
| 85 |
b += b_inc; |
| 86 |
switch (st_temp) |
| 87 |
{ |
| 88 |
case 3: |
| 89 |
b += b_inc; |
| 90 |
break; |
| 91 |
case 2: |
| 92 |
b += (b_inc / 2); |
| 93 |
break; |
| 94 |
default: |
| 95 |
b += 0; |
| 96 |
} |
| 97 |
for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) |
| 98 |
b += b_inc; |
| 99 |
switch (st_temp) |
| 100 |
{ |
| 101 |
case 3: |
| 102 |
b += b_inc; |
| 103 |
break; |
| 104 |
case 2: |
| 105 |
b += (b_inc / 2); |
| 106 |
break; |
| 107 |
default: |
| 108 |
b += 0; |
| 109 |
} |
| 110 |
global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); |
| 111 |
break; |
| 112 |
default: |
| 113 |
global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; |
| 114 |
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) * 2.2); |
| 115 |
r = random_range(0, 2); |
| 116 |
if (x == 319) |
| 117 |
b = 2.2; |
| 118 |
else |
| 119 |
b = abs(x - 319) / (obj_target_battle.sprite_width / 2); |
| 120 |
global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); |
| 121 |
} |
| 122 |
if (global.attacking_damage_cap_3 >= 0) |
| 123 |
{ |
| 124 |
if (global.attacking_damage_stat > global.attacking_damage_cap_3) |
| 125 |
global.attacking_damage_stat = global.attacking_damage_cap_3; |
| 126 |
if (global.attacking_damage_stat_critical_3 > global.attacking_damage_cap_3) |
| 127 |
global.attacking_damage_stat_critical_3 = global.attacking_damage_cap_3; |
| 128 |
} |
| 129 |
if (global.attacking_damage_stat < 5) |
| 130 |
global.attacking_damage_stat = 5; |
| 131 |
if (global.attacking_damage_stat_critical_3 < 5) |
| 132 |
global.attacking_damage_stat_critical_3 = 5; |
| 133 |
if (button_pressed == true) |
| 134 |
{ |
| 135 |
if (global.enemy_sparing_3 == true && global.enemy_vulnerable_3 == true) |
| 136 |
{ |
| 137 |
global.last_hp_enemy_3 = global.current_hp_enemy_3; |
| 138 |
global.current_hp_enemy_3 = 0; |
| 139 |
global.enemy_betrayed_3 = true; |
| 140 |
damage_type = "betrayed"; |
| 141 |
instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count); |
| 142 |
audio_play_sound(snd_monster_damage_hit_critical, 20, false); |
| 143 |
} |
| 144 |
else if (global.enemy_vulnerable_3 == true) |
| 145 |
{ |
| 146 |
if ((arg0 == "Knife Single" && x == 319) || ((arg0 == "Gun Single" || arg0 == "Revolver Single") && b == 3.5) || ((arg0 == "Gun Multi" || arg0 == "Revolver Multi") && b == 3.5) || global.current_hp_enemy_3 <= global.attacking_damage_stat_critical_3) |
| 147 |
{ |
| 148 |
global.last_hp_enemy_3 = global.current_hp_enemy_3; |
| 149 |
global.current_hp_enemy_3 -= global.attacking_damage_stat_critical_3; |
| 150 |
damage_type = "critical"; |
| 151 |
instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count); |
| 152 |
audio_play_sound(snd_monster_damage_hit_critical, 20, false); |
| 153 |
} |
| 154 |
else |
| 155 |
{ |
| 156 |
global.last_hp_enemy_3 = global.current_hp_enemy_3; |
| 157 |
global.current_hp_enemy_3 -= global.attacking_damage_stat; |
| 158 |
damage_type = "normal"; |
| 159 |
instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_damage_count); |
| 160 |
audio_play_sound(snd_monster_damage_hit, 20, false); |
| 161 |
} |
| 162 |
} |
| 163 |
else |
| 164 |
{ |
| 165 |
instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_miss); |
| 166 |
} |
| 167 |
} |
| 168 |
else |
| 169 |
{ |
| 170 |
instance_create(global.enemy_damage_x_3, global.enemy_damage_y_3, obj_text_miss); |
| 171 |
} |
| 172 |
instance_create(0, 0, obj_battle_enemy_attacking_code_3); |
| 173 |
if (instance_exists(obj_text_damage_count)) |
| 174 |
{ |
| 175 |
instance_create(obj_text_damage_count.x - 52, obj_text_damage_count.y + 26, obj_battle_hp_current_enemy_attacking_3); |
| 176 |
instance_create(obj_text_damage_count.x - 52, obj_text_damage_count.y + 26, obj_battle_hp_previous_enemy_attacking_3); |
| 177 |
instance_create(obj_text_damage_count.x - 52, obj_text_damage_count.y + 26, obj_battle_hp_max_enemy_attacking_3); |
| 178 |
} |
| 179 |
scr_determine_can_display_damage_uiscr_determine_can_display_damage_uifunction scr_determine_can_display_damage_ui(arg0)
{
hp_ui_alpha = 1;
damage_ui_alpha = 1;
miss_ui_alpha = 1;
if (arg0 == 1)
{
var game_mode = global.game_mode;
var battle_enemy_name = global.battle_enemy_name;
if (global.game_mode == "customs")
{
switch (battle_enemy_name)
{
default:
}
}
else if (global.game_mode == "yellow")
{
switch (battle_enemy_name)
{
case "dummy training pacifist":
hp_ui_alpha = 0;
damage_ui_alpha = 0;
break;
default:
}
}
}
if (arg0 == 2)
{
var game_mode = global.game_mode;
var battle_enemy_name = global.battle_enemy_name_2;
if (global.game_mode == "customs")
{
switch (battle_enemy_name)
{
default:
}
}
else if (global.game_mode == "yellow")
{
switch (battle_enemy_name)
{
default:
}
}
}
if (arg0 == 3)
{
var game_mode = global.game_mode;
var battle_enemy_name = global.battle_enemy_name_3;
if (global.game_mode == "customs")
{
switch (battle_enemy_name)
{
default:
}
}
else if (global.game_mode == "yellow")
{
switch (battle_enemy_name)
{
default:
}
}
}
if (instance_exists(obj_battle_hp_enemy_attacking_parent))
{
with (obj_battle_hp_enemy_attacking_parent)
image_alpha = obj_target_bar_battle.hp_ui_alpha;
}
if (instance_exists(obj_text_damage_count))
{
with (obj_text_damage_count)
image_alpha = obj_target_bar_battle.damage_ui_alpha;
}
if (instance_exists(obj_text_miss))
{
with (obj_text_miss)
image_alpha = obj_target_bar_battle.miss_ui_alpha;
}
} (3); |
| 180 |
if (global.current_hp_enemy_3 <= global.attacking_damage_stat_critical_3 && instance_exists(obj_text_damage_count)) |
| 181 |
global.enemy_low_hp_3 = true; |
| 182 |
if (instance_exists(obj_text_fighting_parent)) |
| 183 |
script_execute(scr_determine_attack_bonus); |
| 184 |
} |