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 |
} |