1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
var battle_box = 3154; |
4 |
switch (attack_tick) |
5 |
{ |
6 |
case 30: |
7 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block); |
8 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
9 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block); |
10 |
block_vspeed = 6; |
11 |
break; |
12 |
case 45: |
13 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
14 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block); |
15 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
16 |
break; |
17 |
case 60: |
18 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
19 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
20 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
21 |
break; |
22 |
case 75: |
23 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
24 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
25 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
26 |
break; |
27 |
case 100: |
28 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
29 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
30 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
31 |
break; |
32 |
case 120: |
33 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block); |
34 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
35 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
36 |
break; |
37 |
case 140: |
38 |
instance_create_depth(battle_box.bbox_left + 5, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
39 |
instance_create_depth(battle_box.bbox_left + 29, battle_box.bbox_top - 24, -100, obj_martlet_attack_block_hurt); |
40 |
instance_create_depth(battle_box.bbox_left + 53, battle_box.bbox_top - 24, -100, obj_martlet_attack_glass); |
41 |
break; |
42 |
case 165: |
43 |
for (var i = battle_box.bbox_top; i < battle_box.bbox_bottom; i += 24) |
44 |
{ |
45 |
var glass = instance_create_depth(battle_box.bbox_left - 40, i, -100, obj_martlet_attack_glass); |
46 |
glass.hspeed = 8; |
47 |
glass.vspeed = 0; |
48 |
} |
49 |
break; |
50 |
case 195: |
51 |
for (var i = battle_box.bbox_top; i < battle_box.bbox_bottom; i += 24) |
52 |
{ |
53 |
var glass = instance_create_depth(battle_box.bbox_right + 40, i, -100, obj_martlet_attack_glass); |
54 |
glass.hspeed = -8; |
55 |
glass.vspeed = 0; |
56 |
} |
57 |
break; |
58 |
case 260: |
59 |
instance_destroy(); |
60 |
break; |
61 |
} |
62 |
with (obj_martlet_attack_block) |
63 |
vspeed = other.block_vspeed; |
64 |
with (obj_martlet_attack_block_hurt) |
65 |
vspeed = other.block_vspeed; |
66 |
with (obj_martlet_attack_glass) |
67 |
{ |
68 |
if (hspeed == 0) |
69 |
vspeed = other.block_vspeed; |
70 |
} |
71 |
attack_tick += 1; |
72 |
if (global.image_alpha_enemy_attacking >= 0) |
73 |
{ |
74 |
if (bbox_overlay_alpha > 0) |
75 |
bbox_overlay_alpha -= 0.1; |
76 |
} |