| 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 |
} |