gml_Object_obj_battle_boss_attacking_code_Alarm_1.gmlvar game_mode = global.game_mode;
var battle_enemy_name = global.battle_enemy_name;
var enemy_missed = false;
if (instance_exists(obj_text_damage_count))
{
with (obj_text_damage_count)
instance_destroy();
}
if (instance_exists(obj_text_miss))
{
enemy_missed = true;
with (obj_text_miss)
instance_destroy();
}
with (obj_target_bar_battle)
instance_destroy();
if (instance_exists(obj_battle_hp_enemy_attacking_parent))
{
with (obj_battle_hp_enemy_attacking_parent)
instance_destroy();
}
if (global.current_hp_enemy < 0)
global.current_hp_enemy = 0;
if (global.current_hp_enemy == 0)
{
with (obj_battle_generator)
audio_extend = false;
audio_stop_all();
if (game_mode == "customs")
{
script_execute(scr_create_quote_bubble_battle_defeat);
instance_create(0, 0, obj_quote_defeat);
}
else if (global.game_mode == "yellow")
{
switch (battle_enemy_name)
{
case "ceroba genocide":
obj_ceroba_body.death_sprite = true;
scr_audio_fade_out(206, 500);
break;
case "starlo":
obj_starlo_boss_body.death_sprite = true;
scr_audio_fade_out(210, 500);
break;
case "decibat":
case "micro froggit":
global.enemy_dead = true;
instance_create(0, 0, obj_dialogue_battle_win_genocide);
audio_play_sound(snd_monster_damage_death, 20, false);
break;
case "axis":
obj_axis_body.death_sprite = true;
scr_audio_fade_out(40, 500);
break;
case "axis genocide":
obj_axis_body_geno.alarm[0] = 50;
break;
case "guardener":
scr_audio_fade_out(37, 500);
obj_guardener_body.death_sprite = true;
break;
case "ceroba":
obj_battle_enemy_ceroba_phase_2_outro.scene += 1;
break;
case "el bailador":
if (global.route != 3)
{
script_execute(scr_create_quote_bubble_battle_defeat);
instance_create(0, 0, obj_quote_defeat);
}
else
{
global.enemy_dead = true;
instance_create(0, 0, obj_dialogue_battle_win_genocide);
audio_play_sound(snd_monster_damage_death, 20, false);
}
break;
case "martlet genocide final":
break;
default:
script_execute(scr_create_quote_bubble_battle_defeat);
instance_create(0, 0, obj_quote_defeat);
}
}
}
else
{
if (enemy_missed == false)
global.enemy_sparing = false;
scr_determine_special_effect_enemy("Fight 1");
global.important_cutscene = script_execute(scr_determine_important_cutscene_attacking);
global.can_attack = script_execute(scr_determine_can_attack_attacking);
if (global.important_cutscene == false && global.can_attack == true)
global.enemy_attacking = true;
if (global.can_attack == false)
{
with (obj_dialogue_box_battle)
no_loop_can_attack = false;
}
instance_destroy();
...