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1
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function scr_determine_attack_bonusscr_determine_attack_bonus
function scr_determine_attack_bonus()
{
var player_weapon = global.player_weapon;
var player_weapon_modifier = global.player_weapon_modifier;
switch (player_weapon)
{
case "Toy Gun":
case "Wild Revolver":
switch (player_weapon_modifier)
{
case "Cff Bean Ammo":
if (instance_exists(obj_text_damage_count) && shot_type == "strong")
{
instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
with (obj_text_fighting_bonus_any)
{
text = "SP+1";
script_execute(scr_color_sp_bonus);
c_color = c_sp_bonus;
}
if (global.current_sp_self == 0)
global.current_sp_self = 1;
if (global.current_sp_self > global.max_sp_self)
global.current_sp_self = global.max_sp_self;
}
break;
case "Glass Ammo":
if (instance_exists(obj_text_damage_count) && shot_type == "strong")
{
instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
with (obj_text_fighting_bonus_any)
{
text = "HP+2";
script_execute(scr_color_hp_bonus);
c_color = c_hp_bonus;
}
if (global.current_hp_self > global.max_hp_self)
exit;
global.current_hp_self += 2;
if (global.current_hp_self > global.max_hp_self)
global.current_hp_self = global.max_hp_self;
}
break;
default:
}
break;
default:
}
} ()
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2
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{
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3
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var player_weapon = global.player_weapon;
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4
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var player_weapon_modifier = global.player_weapon_modifier;
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5
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switch (player_weapon)
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6
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{
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7
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case "Toy Gun":
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8
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case "Wild Revolver":
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9
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switch (player_weapon_modifier)
|
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10
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{
|
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11
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case "Cff Bean Ammo":
|
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12
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if (instance_exists(obj_text_damage_count) && shot_type == "strong")
|
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13
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{
|
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14
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instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
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15
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with (obj_text_fighting_bonus_any)
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16
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{
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17
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text = "SP+1";
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18
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script_execute(scr_color_sp_bonus);
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19
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c_color = c_sp_bonus;
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20
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}
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21
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if (global.current_sp_self == 0)
|
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22
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global.current_sp_self = 1;
|
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23
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if (global.current_sp_self > global.max_sp_self)
|
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24
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global.current_sp_self = global.max_sp_self;
|
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25
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}
|
|
26
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break;
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27
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case "Glass Ammo":
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28
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if (instance_exists(obj_text_damage_count) && shot_type == "strong")
|
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29
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{
|
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30
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instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any);
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31
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with (obj_text_fighting_bonus_any)
|
|
32
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{
|
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33
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text = "HP+2";
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34
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script_execute(scr_color_hp_bonus);
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35
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c_color = c_hp_bonus;
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36
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}
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37
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if (global.current_hp_self > global.max_hp_self)
|
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38
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exit;
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39
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global.current_hp_self += 2;
|
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40
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if (global.current_hp_self > global.max_hp_self)
|
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41
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global.current_hp_self = global.max_hp_self;
|
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42
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}
|
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43
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break;
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44
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default:
|
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45
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}
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46
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break;
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47
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default:
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48
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}
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49
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}
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