| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var lvl_dif = target_lvl - initial_lvl; |
| 4 |
var modifier = timer_current / timer_max; |
| 5 |
level_current = initial_lvl + (modifier * lvl_dif); |
| 6 |
timer_current++; |
| 7 |
if (timer_current == timer_max) |
| 8 |
{ |
| 9 |
audio_play_sound(snd_love_increased, 1, 0); |
| 10 |
global.player_level = target_lvl; |
| 11 |
global.max_hp_self = global.player_hp_next[global.player_level]; |
| 12 |
global.current_hp_self = global.max_hp_self; |
| 13 |
global.player_attack = global.player_attack_next[global.player_level]; |
| 14 |
global.player_defense = global.player_defense_next[global.player_level]; |
| 15 |
instance_destroy(); |
| 16 |
exit; |
| 17 |
} |
| 18 |
if (floor(level_current) > global.player_level) |
| 19 |
{ |
| 20 |
global.player_level = floor(level_current); |
| 21 |
global.max_hp_self = global.player_hp_next[global.player_level]; |
| 22 |
global.current_hp_self = global.max_hp_self; |
| 23 |
global.player_attack = global.player_attack_next[global.player_level]; |
| 24 |
global.player_defense = global.player_defense_next[global.player_level]; |
| 25 |
audio_play_sound(snd_love_increased, 1, 0); |
| 26 |
} |