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