| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
if (!instance_exists(obj_ceroba_phase_2_shield)) |
| 4 |
exit; |
| 5 |
var shot_offset = 6; |
| 6 |
var wave_offset = 15; |
| 7 |
var bullet_number = 5; |
| 8 |
var bullet_speed = 6; |
| 9 |
var spawn_dir = bullet_spawn_direction; |
| 10 |
if (current_bell == -4) |
| 11 |
{ |
| 12 |
bullet_spawn_direction = irandom_range(0, 360); |
| 13 |
do |
| 14 |
current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1)); |
| 15 |
until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1); |
| 16 |
last_bell = current_bell; |
| 17 |
} |
| 18 |
if (instance_exists(current_bell)) |
| 19 |
{ |
| 20 |
with (current_bell) |
| 21 |
{ |
| 22 |
var i = spawn_dir; |
| 23 |
while (i < (360 + spawn_dir)) |
| 24 |
{ |
| 25 |
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball); |
| 26 |
fireball.direction = i; |
| 27 |
fireball.speed = bullet_speed; |
| 28 |
i += (360 / bullet_number); |
| 29 |
} |
| 30 |
image_xscale = 1.5; |
| 31 |
image_yscale = 1.5; |
| 32 |
} |
| 33 |
} |
| 34 |
else |
| 35 |
{ |
| 36 |
alarm[0] = wave_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
bullet_spawn_direction = irandom_range(0, 360);
do
current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
last_bell = current_bell;
}
if (instance_exists(current_bell))
{
with (current_bell)
{
var i = spawn_dir;
while (i < (360 + spawn_dir))
{
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
fireball.direction = i;
fireball.speed = bullet_speed;
i += (360 / bullet_number);
}
image_xscale = 1.5;
image_yscale = 1.5;
}
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
exit;
}
if (shot_count > 1)
{
alarm[0] = shot_offset;
shot_count -= 1;
bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
} |
| 37 |
current_bell = -4; |
| 38 |
shot_count = shot_count_max; |
| 39 |
exit; |
| 40 |
} |
| 41 |
if (shot_count > 1) |
| 42 |
{ |
| 43 |
alarm[0] = shot_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
bullet_spawn_direction = irandom_range(0, 360);
do
current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
last_bell = current_bell;
}
if (instance_exists(current_bell))
{
with (current_bell)
{
var i = spawn_dir;
while (i < (360 + spawn_dir))
{
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
fireball.direction = i;
fireball.speed = bullet_speed;
i += (360 / bullet_number);
}
image_xscale = 1.5;
image_yscale = 1.5;
}
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
exit;
}
if (shot_count > 1)
{
alarm[0] = shot_offset;
shot_count -= 1;
bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
} |
| 44 |
shot_count -= 1; |
| 45 |
bullet_spawn_direction += bullet_spawn_direction_inc; |
| 46 |
} |
| 47 |
else |
| 48 |
{ |
| 49 |
alarm[0] = wave_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
bullet_spawn_direction = irandom_range(0, 360);
do
current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
last_bell = current_bell;
}
if (instance_exists(current_bell))
{
with (current_bell)
{
var i = spawn_dir;
while (i < (360 + spawn_dir))
{
var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
fireball.direction = i;
fireball.speed = bullet_speed;
i += (360 / bullet_number);
}
image_xscale = 1.5;
image_yscale = 1.5;
}
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
exit;
}
if (shot_count > 1)
{
alarm[0] = shot_offset;
shot_count -= 1;
bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
alarm[0] = wave_offset;
current_bell = -4;
shot_count = shot_count_max;
} |
| 50 |
current_bell = -4; |
| 51 |
shot_count = shot_count_max; |
| 52 |
} |