1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
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;
} ("goosic a", "goosic b", "void"); |
4 |
var box_width = obj_dialogue_box_battle_transformation_any.sprite_width - 6; |
5 |
eq_bar_number = 5; |
6 |
eq_bar_gap = 2; |
7 |
eq_bar_width = (box_width / eq_bar_number) - (eq_bar_gap * 2); |
8 |
eq_bar_height[eq_bar_number] = 2; |
9 |
eq_bar_height_target[eq_bar_number] = 2; |
10 |
eq_bar_height_max = obj_dialogue_box_battle_transformation_any.sprite_height - 10; |
11 |
eq_bar_height_min = 2; |
12 |
scene = -1; |
13 |
cutscene_timer = 0; |
14 |
eq_bar_draw_warning_bars = false; |
15 |
lerp_speed = 0.25; |
16 |
eq_bar_low_max = 2; |
17 |
eq_bar_low_current = 0; |
18 |
eq_bar_hi_max = 3; |
19 |
eq_bar_hi_current = 0; |
20 |
eq_bar_collidable = eq_bar_height_max - 20; |
21 |
attack_number_max = 5; |