1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
damage_number = scr_determine_damage_number_enemyscr_determine_damage_number_enemyfunction 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; |