|
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.gml
if (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.gml
if (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.gml
if (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
|
}
|