1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
switch (round(attack_tick)) |
5 |
{ |
6 |
case 30: |
7 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
8 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
9 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
10 |
instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block); |
11 |
break; |
12 |
case 38: |
13 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
14 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
15 |
break; |
16 |
case 46: |
17 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_block); |
18 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
19 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
20 |
instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
21 |
break; |
22 |
case 54: |
23 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
24 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
25 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
26 |
instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_block_hurt); |
27 |
break; |
28 |
case 75: |
29 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass); |
30 |
block.direction = 0; |
31 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
32 |
block.direction = 0; |
33 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass); |
34 |
block.direction = 0; |
35 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass); |
36 |
block.direction = 0; |
37 |
break; |
38 |
case 85: |
39 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
40 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
41 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
42 |
instance_create_depth(battle_box.bbox_left + 77, battle_box.bbox_top - 48, -100, obj_martlet_attack_glass); |
43 |
break; |
44 |
case 95: |
45 |
var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass); |
46 |
block.direction = 180; |
47 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
48 |
block.direction = 180; |
49 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass); |
50 |
block.direction = 180; |
51 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass); |
52 |
block.direction = 180; |
53 |
break; |
54 |
case 110: |
55 |
var arrow = instance_create_depth(battle_box.bbox_left + 15, battle_box.bbox_top - 64, -100, obj_martlet_attack_block_arrow); |
56 |
arrow.arrow_dir = 180; |
57 |
arrow = instance_create_depth(battle_box.bbox_left + 67, battle_box.bbox_top - 64, -100, obj_martlet_attack_block_arrow); |
58 |
arrow.arrow_dir = 0; |
59 |
break; |
60 |
case 120: |
61 |
var block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt); |
62 |
block.direction = 180; |
63 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
64 |
block.direction = 180; |
65 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 53, -105, obj_martlet_attack_block); |
66 |
block.direction = 180; |
67 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
68 |
block.direction = 180; |
69 |
break; |
70 |
case 126: |
71 |
var block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt); |
72 |
block.direction = 180; |
73 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 29, -105, obj_martlet_attack_block); |
74 |
block.direction = 180; |
75 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass); |
76 |
block.direction = 180; |
77 |
block = instance_create_depth(battle_box.bbox_right + 100, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
78 |
block.direction = 180; |
79 |
break; |
80 |
case 160: |
81 |
var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt); |
82 |
block.direction = 180; |
83 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
84 |
block.direction = 180; |
85 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block); |
86 |
block.direction = 180; |
87 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
88 |
block.direction = 180; |
89 |
break; |
90 |
case 166: |
91 |
var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
92 |
block.direction = 180; |
93 |
break; |
94 |
case 172: |
95 |
var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block); |
96 |
block.direction = 180; |
97 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
98 |
block.direction = 180; |
99 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt); |
100 |
block.direction = 180; |
101 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
102 |
block.direction = 180; |
103 |
break; |
104 |
case 190: |
105 |
var block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_arrow); |
106 |
block.direction = 180; |
107 |
block.arrow_dir = 90; |
108 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_arrow); |
109 |
block.direction = 180; |
110 |
block.arrow_dir = 90; |
111 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_arrow); |
112 |
block.direction = 180; |
113 |
block.arrow_dir = 180; |
114 |
block = instance_create_depth(battle_box.bbox_right + 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_arrow); |
115 |
block.direction = 180; |
116 |
block.arrow_dir = 180; |
117 |
break; |
118 |
case 220: |
119 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block); |
120 |
block.direction = 0; |
121 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
122 |
block.direction = 0; |
123 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt); |
124 |
block.direction = 0; |
125 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
126 |
block.direction = 0; |
127 |
break; |
128 |
case 226: |
129 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass); |
130 |
block.direction = 0; |
131 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
132 |
block.direction = 0; |
133 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt); |
134 |
block.direction = 0; |
135 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
136 |
block.direction = 0; |
137 |
break; |
138 |
case 260: |
139 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt); |
140 |
block.direction = 0; |
141 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
142 |
block.direction = 0; |
143 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block); |
144 |
block.direction = 0; |
145 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
146 |
block.direction = 0; |
147 |
break; |
148 |
case 266: |
149 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_glass); |
150 |
block.direction = 0; |
151 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
152 |
block.direction = 0; |
153 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block); |
154 |
block.direction = 0; |
155 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
156 |
block.direction = 0; |
157 |
break; |
158 |
case 272: |
159 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_block_hurt); |
160 |
block.direction = 0; |
161 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt); |
162 |
block.direction = 0; |
163 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
164 |
block.direction = 0; |
165 |
break; |
166 |
case 278: |
167 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block); |
168 |
block.direction = 0; |
169 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_block_hurt); |
170 |
block.direction = 0; |
171 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_block_hurt); |
172 |
block.direction = 0; |
173 |
break; |
174 |
case 284: |
175 |
var block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 5, -105, obj_martlet_attack_block_hurt); |
176 |
block.direction = 0; |
177 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 29, -105, obj_martlet_attack_glass); |
178 |
block.direction = 0; |
179 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 53, -105, obj_martlet_attack_glass); |
180 |
block.direction = 0; |
181 |
block = instance_create_depth(battle_box.bbox_left - 48, battle_box.bbox_top + 77, -105, obj_martlet_attack_glass); |
182 |
block.direction = 0; |
183 |
break; |
184 |
case 350: |
185 |
instance_destroy(); |
186 |
break; |
187 |
} |
188 |
attack_tick += 1; |