|
1
|
if (live_call())
|
|
2
|
return global.live_result;
|
|
3
|
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;
} ("axis", "void", "void");
|
|
4
|
attack_beam_width = 30;
|
|
5
|
attack_beam_width_current = 20;
|
|
6
|
attack_beam_width_inc = attack_beam_width / (0.4 * room_speed);
|
|
7
|
attack_beam_width_fluctuation = 0;
|
|
8
|
attack_beam_height = obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top;
|
|
9
|
attack_beam_grow = true;
|
|
10
|
attack_beam_draw_alpha = 0;
|
|
11
|
attack_beam_draw_color = 16777215;
|
|
12
|
attack_beam_flash_timer_max = 15;
|
|
13
|
attack_beam_flash_timer = 0;
|
|
14
|
attack_beam_timer = 3;
|
|
15
|
attack_beam_stage = 1;
|
|
16
|
screenshake = false;
|
|
17
|
screenshake_max = 5;
|