1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (attack_beam_stage) |
4 |
{ |
5 |
case 0: |
6 |
attack_beam_width_current += attack_beam_width_inc; |
7 |
if (attack_beam_width_current >= attack_beam_width) |
8 |
{ |
9 |
attack_beam_width_current = attack_beam_width; |
10 |
attack_beam_stage = 1; |
11 |
attack_beam_draw_color = make_colour_rgb(230, 50, 50); |
12 |
screenshake = true; |
13 |
} |
14 |
attack_beam_draw_alpha = (attack_beam_width_current / attack_beam_width) * 0.5; |
15 |
break; |
16 |
case 1: |
17 |
if (attack_beam_grow == true) |
18 |
{ |
19 |
if (attack_beam_width_current < (attack_beam_width + attack_beam_width_fluctuation)) |
20 |
attack_beam_width_current += 2; |
21 |
} |
22 |
if (attack_beam_grow == false) |
23 |
{ |
24 |
if (attack_beam_width_current > (attack_beam_width - attack_beam_width_fluctuation)) |
25 |
attack_beam_width_current -= 2; |
26 |
else |
27 |
attack_beam_grow = true; |
28 |
} |
29 |
if (attack_beam_timer > 0) |
30 |
attack_beam_timer -= 1; |
31 |
else |
32 |
attack_beam_stage = 2; |
33 |
break; |
34 |
case 2: |
35 |
if (attack_beam_width_current > 0) |
36 |
attack_beam_width_current -= 7; |
37 |
else |
38 |
instance_destroy(); |
39 |
break; |
40 |
} |
41 |
if (attack_beam_stage == 0) |
42 |
exit; |
43 |
var y_original = 0; |
44 |
var y_max = room_height; |
45 |
var x_original = 0; |
46 |
var x_max = room_width; |
47 |
if (obj_heart_battle_fighting_parent.vulnerable == true && (point_in_rectangle(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y, x - (attack_beam_width_current / 2), y_original, x + (attack_beam_width_current / 2), y_max) || point_in_rectangle(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y, x_original, y - (attack_beam_width_current / 2), x_max, y + (attack_beam_width_current / 2)))) |
48 |
{ |
49 |
var damage = (global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense) + 10; |
50 |
if (damage < 1) |
51 |
damage = 1; |
52 |
global.current_hp_self -= damage; |
53 |
audio_play_sound(snd_hurt, 1, 0); |
54 |
with (obj_heart_battle_fighting_parent) |
55 |
{ |
56 |
vulnerable = false; |
57 |
global.hit_self = true; |
58 |
alarm[0] |
59 |
} |
60 |
} |