|
1
|
if (live_call())
|
|
2
|
return global.live_result;
|
|
3
|
var player_soul = 2980;
|
|
4
|
if (!instance_exists(obj_dialogue_box_battle_transformation_any))
|
|
5
|
{
|
|
6
|
instance_destroy();
|
|
7
|
exit;
|
|
8
|
}
|
|
9
|
var battle_box = 3155;
|
|
10
|
if (y >= (target_y - 10))
|
|
11
|
aim = 0;
|
|
12
|
if (aim > 0)
|
|
13
|
{
|
|
14
|
var angle_diff = angle_difference(point_direction(x, y, target_x, target_y), direction) * turn_rate;
|
|
15
|
if (abs(angle_diff) > 1)
|
|
16
|
direction += angle_diff;
|
|
17
|
aim--;
|
|
18
|
}
|
|
19
|
if ((y + 23) >= battle_box.bbox_bottom && destroy_on_contact == true)
|
|
20
|
{
|
|
21
|
scr_screenshake_battlescr_screenshake_battle
function scr_screenshake_battle()
{
instance_destroy(obj_screenshake_battle);
var screenshake = instance_create(0, 0, obj_screenshake_battle);
battle_screenshake_duration = argument[0];
battle_screenshake_intensity = argument[1];
battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration;
} (8, 2);
|
|
22
|
var impact = instance_create_depth(x, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_bullet_impact);
|
|
23
|
impact.image_blend = make_color_rgb(255, 0, 55);
|
|
24
|
instance_destroy();
|
|
25
|
}
|