| 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; |