1 |
x_store = 0; |
2 |
y_store = 0; |
3 |
angle_store = 0; |
4 |
x_center = obj_dialogue_box_battle_transformation_any.x; |
5 |
y_center = obj_dialogue_box_battle_transformation_any.y; |
6 |
sign_modifier_radius = 1; |
7 |
time_elapsed_radius = 0; |
8 |
time_max_radius = 30; |
9 |
time_increase_radius = 1; |
10 |
max_rise_radius = 20; |
11 |
feather_angle_radius = (obj_dialogue_box_battle_transformation_any.bbox_right - x_center) + 60; |
12 |
feather_angle_master = 0; |
13 |
feather_angle_speed = 6; |
14 |
var random_number; |
15 |
if (!instance_exists(obj_martlet_body)) |
16 |
random_number = irandom_range(1, 3); |
17 |
else |
18 |
random_number = irandom_range(1, 5); |
19 |
switch (random_number) |
20 |
{ |
21 |
case 1: |
22 |
feather_sprite = 2273; |
23 |
break; |
24 |
case 2: |
25 |
feather_sprite = 2274; |
26 |
break; |
27 |
case 3: |
28 |
feather_sprite = 2275; |
29 |
break; |
30 |
case 4: |
31 |
feather_sprite = 2276; |
32 |
break; |
33 |
case 5: |
34 |
feather_sprite = 2278; |
35 |
break; |
36 |
default: |
37 |
feather_sprite = 2273; |
38 |
} |
39 |
fcreate_count = 8; |
40 |
fcreate_decrease = 360 / fcreate_count; |
41 |
fcreate_angle_diff = 0; |
42 |
for (i = 0; i < fcreate_count; i += 1) |
43 |
{ |
44 |
var fcreate_x = x_center + (feather_angle_radius * cos(degtorad(fcreate_angle_diff))); |
45 |
var fcreate_y = y_center - (feather_angle_radius * sin(degtorad(fcreate_angle_diff))); |
46 |
instance_create(fcreate_x, fcreate_y, obj_battle_enemy_attack_martlet_feather_circle_feather); |
47 |
id_feather[i] = global.id_store; |
48 |
with (id_feather[i]) |
49 |
{ |
50 |
sprite_index = obj_battle_enemy_attack_martlet_feather_circle_checker.feather_sprite; |
51 |
image_index = 0; |
52 |
image_speed = 0; |
53 |
image_alpha = 0; |
54 |
image_angle = obj_battle_enemy_attack_martlet_feather_circle_checker.fcreate_angle_diff + 90; |
55 |
trail_sprite = sprite_index; |
56 |
} |
57 |
fcreate_angle_diff -= fcreate_decrease; |
58 |
if (fcreate_angle_diff < 0) |
59 |
fcreate_angle_diff += 360; |
60 |
} |
61 |
scr_get_random_number_orderscr_get_random_number_orderfunction scr_get_random_number_order(arg0, arg1)
{
var rnumber_for_max = arg1 - arg0;
for (i = 0; i <= rnumber_for_max; i++)
rnumber_order[i] = arg0 + i;
for (i = 0; i <= (rnumber_for_max - 1); i++)
{
var rnumber_switch = irandom_range(i, rnumber_for_max);
if (rnumber_switch != i)
{
var rnumber_temp = rnumber_order[i];
rnumber_order[i] = rnumber_order[rnumber_switch];
rnumber_order[rnumber_switch] = rnumber_temp;
}
}
} (0, fcreate_count - 1); |
62 |
feather_launch_counter = 0; |
63 |
feather_launch_no_loop = false; |
64 |
if (!instance_exists(obj_martlet_body)) |
65 |
feather_launch_alarm = 25; |
66 |
else |
67 |
feather_launch_alarm = 40; |