| 1 |
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;
} ("martlet", "void", "void"); |
| 2 |
state = 0; |
| 3 |
fall_speed = irandom_range(3, 5); |
| 4 |
x_point = x; |
| 5 |
y_point = y; |
| 6 |
angle_pos = 270; |
| 7 |
angle_pos_default = angle_pos; |
| 8 |
angle_pos_max = 15 * fall_speed; |
| 9 |
angle_radius = 10; |
| 10 |
starting_position_x = x; |
| 11 |
starting_position_y = y; |
| 12 |
animation_disjoint_x = 0; |
| 13 |
animation_disjoint_y = 0; |
| 14 |
can_move = false; |
| 15 |
explosion_angle = 0; |
| 16 |
var random_number; |
| 17 |
if (!instance_exists(obj_martlet_body)) |
| 18 |
{ |
| 19 |
random_number = irandom_range(1, 3); |
| 20 |
explosion_angle = irandom_range(0, 359); |
| 21 |
} |
| 22 |
else |
| 23 |
{ |
| 24 |
random_number = irandom_range(1, 5); |
| 25 |
} |
| 26 |
switch (random_number) |
| 27 |
{ |
| 28 |
case 1: |
| 29 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1; |
| 30 |
break; |
| 31 |
case 2: |
| 32 |
sprite_index = spr_battle_enemy_attack_martlet_feather_2; |
| 33 |
break; |
| 34 |
case 3: |
| 35 |
sprite_index = spr_battle_enemy_attack_martlet_feather_3; |
| 36 |
break; |
| 37 |
case 4: |
| 38 |
sprite_index = spr_battle_enemy_attack_martlet_feather_4; |
| 39 |
break; |
| 40 |
case 5: |
| 41 |
sprite_index = spr_battle_enemy_attack_martlet_feather_5; |
| 42 |
break; |
| 43 |
default: |
| 44 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1; |
| 45 |
} |
| 46 |
image_speed = 0; |
| 47 |
image_index = 0; |
| 48 |
image_alpha = 0; |
| 49 |
random_number = irandom_range(0, 1); |
| 50 |
if (random_number == 0) |
| 51 |
random_number = -1; |
| 52 |
sign_modifier = random_number; |
| 53 |
time_elapsed = 0; |
| 54 |
time_max = 30 + (15 * (fall_speed - 1)); |
| 55 |
time_increase = 1; |
| 56 |
max_rise = 10 * fall_speed * irandom_range(1, 2); |
| 57 |
time_elapsed_increase_fall = round(time_max / 3); |
| 58 |
spin_speed = 25; |
| 59 |
no_loop_spin = false; |
| 60 |
attack_speed = 28; |
| 61 |
in_box = false; |
| 62 |
x_list = ds_list_create(); |
| 63 |
y_list = ds_list_create(); |
| 64 |
angle_list = ds_list_create(); |
| 65 |
max_points_trail = 10; |
| 66 |
trail_sprite = sprite_index; |
| 67 |
trail_cc_max = 3; |
| 68 |
trail_cc_start = trail_cc_max - 1; |
| 69 |
trail_cc_current = trail_cc_start; |