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function scr_determine_attack_bonusscr_determine_attack_bonusfunction 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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{ |
3 |
var player_weapon = global.player_weapon; |
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var player_weapon_modifier = global.player_weapon_modifier; |
5 |
switch (player_weapon) |
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{ |
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case "Toy Gun": |
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case "Wild Revolver": |
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switch (player_weapon_modifier) |
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{ |
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case "Cff Bean Ammo": |
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if (instance_exists(obj_text_damage_count) && shot_type == "strong") |
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{ |
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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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with (obj_text_fighting_bonus_any) |
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{ |
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text = "SP+1"; |
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script_execute(scr_color_sp_bonus); |
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c_color = c_sp_bonus; |
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} |
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if (global.current_sp_self == 0) |
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global.current_sp_self = 1; |
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if (global.current_sp_self > global.max_sp_self) |
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global.current_sp_self = global.max_sp_self; |
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} |
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break; |
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case "Glass Ammo": |
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if (instance_exists(obj_text_damage_count) && shot_type == "strong") |
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{ |
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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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with (obj_text_fighting_bonus_any) |
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{ |
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text = "HP+2"; |
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script_execute(scr_color_hp_bonus); |
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c_color = c_hp_bonus; |
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} |
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if (global.current_hp_self > global.max_hp_self) |
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exit; |
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global.current_hp_self += 2; |
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if (global.current_hp_self > global.max_hp_self) |
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global.current_hp_self = global.max_hp_self; |
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} |
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break; |
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default: |
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} |
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break; |
47 |
default: |
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} |
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} |