|
1
|
damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemy
function scr_determine_damage_number_enemy(arg0, arg1, arg2)
{
var enemy_count = global.enemy_count;
if (global.battle_enemy_name_1 == arg0)
return 1;
else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1)
return 2;
else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2)
return 3;
else
return 0;
} ("ace", "void", "void");
|
|
8
|
alarm[0] = instance_number(obj_attack_ace_cards_shape) * 15; gml_Object_obj_attack_ace_cards_shape_Alarm_0.gml
var heart = obj_heart_battle_fighting_red;
attack_state = 1;
direction = point_direction(x, y, heart.x, heart.y);
speed = -charge_speed;
audio_play_sound(snd_ceroba_swoosh, 1, 0);
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