1 |
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;
} ("ceroba", "void", "void"); |
2 |
attack_beam_width = 40; |
3 |
attack_beam_width_current = 0; |
4 |
attack_beam_width_inc = attack_beam_width / (0.4 * room_speed); |
5 |
attack_beam_width_fluctuation = 4; |
6 |
attack_beam_height = obj_dialogue_box_battle_transformation_any.bbox_bottom - obj_dialogue_box_battle_transformation_any.bbox_top; |
7 |
attack_beam_grow = true; |
8 |
attack_beam_draw_alpha = 0; |
9 |
attack_beam_draw_color = 16777215; |
10 |
attack_beam_flash_timer_max = 15; |
11 |
attack_beam_flash_timer = 0; |
12 |
attack_beam_timer = 15; |
13 |
attack_beam_stage = 0; |
14 |
audio_play_sound(snd_kamehamehacharge, 1, 0); |
15 |
screenshake = false; |
16 |
screenshake_max = 5; |