1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
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"); |
4 |
state = 1; |
5 |
angle_destination = point_direction(x, y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
6 |
x_target_override = obj_heart_battle_fighting_parent.x; |
7 |
y_target_override = obj_heart_battle_fighting_parent.y; |
8 |
image_angle = angle_destination - 180; |
9 |
alarm[0] = 1;gml_Object_obj_martlet_attack_splitting_feather_Alarm_0.gmlif (live_call())
return global.live_result;
x_destination = x_target_override;
y_destination = y_target_override;
angle_destination = point_direction(x, y, x_destination, y_destination);
if (angle_difference(image_angle, angle_destination) > 0)
spin_direction = 1;
else
spin_direction = -1;
global.id_store = id;
with (instance_create_depth(x_destination, y_destination, -100, obj_martlet_attack_splitting_feather_target_axis))
geno_target_angle = other.explosion_angle;
id_target = global.id_store;
state = 1;
switch (sprite_index)
{
case spr_battle_enemy_attack_martlet_feather_1:
audio_play_sound(snd_mart_feather_atk3, 20, 0);
break;
case spr_battle_enemy_attack_martlet_feather_2:
case spr_battle_enemy_attack_martlet_feather_3:
audio_play_sound(snd_mart_feather_atk1, 20, 0);
break;
case spr_battle_enemy_attack_martlet_feather_4:
case spr_battle_enemy_attack_martlet_feather_5:
audio_play_sound(snd_mart_feather_atk2, 20, 0);
break;
default:
audio_play_sound(snd_mart_feather_atk1, 20, 0);
} |
10 |
fall_speed = irandom_range(3, 5); |
11 |
x_point = x; |
12 |
y_point = y; |
13 |
angle_pos = 270; |
14 |
angle_pos_default = angle_pos; |
15 |
angle_pos_max = 15 * fall_speed; |
16 |
angle_radius = 10; |
17 |
starting_position_x = x; |
18 |
starting_position_y = y; |
19 |
animation_disjoint_x = 0; |
20 |
animation_disjoint_y = 0; |
21 |
can_move = false; |
22 |
explosion_angle = 0; |
23 |
var random_number; |
24 |
if (!instance_exists(obj_martlet_body)) |
25 |
{ |
26 |
random_number = irandom_range(1, 3); |
27 |
explosion_angle = irandom_range(0, 359); |
28 |
} |
29 |
else |
30 |
{ |
31 |
random_number = irandom_range(1, 5); |
32 |
} |
33 |
switch (random_number) |
34 |
{ |
35 |
case 1: |
36 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1; |
37 |
break; |
38 |
case 2: |
39 |
sprite_index = spr_battle_enemy_attack_martlet_feather_2; |
40 |
break; |
41 |
case 3: |
42 |
sprite_index = spr_battle_enemy_attack_martlet_feather_3; |
43 |
break; |
44 |
case 4: |
45 |
sprite_index = spr_battle_enemy_attack_martlet_feather_4; |
46 |
break; |
47 |
case 5: |
48 |
sprite_index = spr_battle_enemy_attack_martlet_feather_5; |
49 |
break; |
50 |
default: |
51 |
sprite_index = spr_battle_enemy_attack_martlet_feather_1; |
52 |
} |
53 |
image_speed = 0; |
54 |
image_index = 0; |
55 |
image_alpha = 0; |
56 |
random_number = irandom_range(0, 1); |
57 |
if (random_number == 0) |
58 |
random_number = -1; |
59 |
sign_modifier = random_number; |
60 |
time_elapsed = 0; |
61 |
time_max = 30 + (15 * (fall_speed - 1)); |
62 |
time_increase = 1; |
63 |
max_rise = 10 * fall_speed * irandom_range(1, 2); |
64 |
time_elapsed_increase_fall = round(time_max / 3); |
65 |
spin_speed = 25; |
66 |
no_loop_spin = false; |
67 |
attack_speed = 28; |
68 |
in_box = false; |
69 |
x_list = ds_list_create(); |
70 |
y_list = ds_list_create(); |
71 |
angle_list = ds_list_create(); |
72 |
max_points_trail = 10; |
73 |
trail_sprite = sprite_index; |
74 |
trail_cc_max = 3; |
75 |
trail_cc_start = trail_cc_max - 1; |
76 |
trail_cc_current = trail_cc_start; |
77 |
feather_targetted = true; |
78 |
feather_create_count = 7; |
79 |
id_target = -4; |