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gml_Object_obj_target_bar_battle_Other_10

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1
var fight_number = global.fight_number;
2
var battle_enemy_name = global.battle_enemy_name;
3
var enemy_vulnerable_hold;
4
if (fight_number == 1)
5
    enemy_vulnerable_hold = global.enemy_vulnerable;
6
else if (fight_number == 2)
7
    enemy_vulnerable_hold = global.enemy_vulnerable_2;
8
else if (fight_number == 3)
9
    enemy_vulnerable_hold = global.enemy_vulnerable_3;
10
var player_weapon_attack_original = global.player_weapon_attack;
11
var player_attack_original = global.player_attack;
12
switch (global.player_weapon_modifier)
13
{
14
    case "Silver Ammo":
15
        if (shot_type == "weak")
16
        {
17
            global.player_attack *= 0.5;
18
            global.player_weapon_attack *= 0.5;
19
        }
20
        else if (shot_type == "strong")
21
        {
22
            global.player_attack *= 1.25;
23
            global.player_weapon_attack *= 1.25;
24
        }
25
        break;
26
}
27
if (global.battling_boss == true)
28
{
29
    if (battle_enemy_name == "dalv")
30
    {
31
        if (global.action_2_important == true)
32
            global.enemy_sparing = true;
33
        scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
34
    }
35
    else if (battle_enemy_name == "axis genocide" && (global.geno_complete[4] || (global.geno_complete[3] && global.attack_cycle < global.attack_cycle_max)))
36
    {
37
        global.attacking_damage_stat = 0;
38
        instance_create(319, 120, obj_text_damage_count);
39
        audio_play_sound(10, 20, false, 1, 0, random_range(0.8, 1.2));
40
        damage_type = "normal";
41
        var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code);
42
        attack_code.alarm[1] = 20;
43
    }
44
    else if (battle_enemy_name == "axis" && instance_exists(obj_battle_enemy_axis_generator))
45
    {
46
        global.attacking_damage_stat = 0;
47
        instance_create(319, 120, obj_text_damage_count);
48
        audio_play_sound(354, 20, false, 1, 0, random_range(0.8, 1.2));
49
        damage_type = "normal";
50
        var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code);
51
        attack_code.alarm[1] = 20;
52
    }
53
    else if (battle_enemy_name == "micro froggit")
54
    {
55
        if (shot_type != "strong")
56
        {
57
            global.attacking_damage_stat = 0;
58
            instance_create(319, 120, obj_text_damage_count);
59
            audio_play_sound(364, 20, false, 1, 0, random_range(0.8, 1.2));
60
            damage_type = "normal";
61
            var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code);
62
            attack_code.alarm[1] = 20;
63
        }
64
        else
65
        {
66
            scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
67
        }
68
    }
69
    else if (battle_enemy_name == "macro froggit")
70
    {
71
        global.attacking_damage_stat = 0;
72
        instance_create(319, 120, obj_text_damage_count);
73
        audio_play_sound(635, 20, false, 1, 0, random_range(0.8, 1.2));
74
        damage_type = "normal";
75
        var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code);
76
        attack_code.alarm[1] = 20;
77
    }
78
    else if (battle_enemy_name == "ceroba")
79
    {
80
        global.attacking_damage_stat = 0;
81
        instance_create(319, 120, obj_text_damage_count);
82
        with (obj_ceroba_phase_2_shield)
83
        {
84
            audio_play_sound(snd_ceroba_shield_impact, 1, 0);
85
            audio_play_sound(snd_monster_damage_miss, 1, 0);
86
            hit_show_timer = 30;
87
            bullet_hit_draw_timer = 5;
88
        }
89
        damage_type = "normal";
90
        var attack_code = instance_create(0, 0, obj_battle_boss_attacking_code);
91
        attack_code.alarm[1] = 20;
92
    }
93
    else
94
    {
95
        scr_damage_determination_boss
scr_damage_determination_boss

function scr_damage_determination_boss(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
96
    }
97
}
98
else if (global.fight_number == 1)
99
{
100
    scr_damage_determination_enemy
scr_damage_determination_enemy

function scr_damage_determination_enemy(arg0) { if (live_call()) return global.live_result; switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy; global.attacking_damage_stat_critical = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) ...
(dd_type);
101
}
102
else if (global.fight_number == 2)
103
{
104
    scr_damage_determination_enemy_2
scr_damage_determination_enemy_2

function scr_damage_determination_enemy_2(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_2) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_2; global.attacking_damage_stat_critical_2 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
105
}
106
else if (global.fight_number == 3)
107
{
108
    scr_damage_determination_enemy_3
scr_damage_determination_enemy_3

function scr_damage_determination_enemy_3(arg0) { switch (arg0) { case "Gun Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5); r = random_range(0, 2); switch (shot_type) { case "strong": b = 2.5; break; case "medium": b = 2; break; default: b = 1.5; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); break; case "Gun Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 2.5); r = random_range(0, 2); b = 1.5; var b_diff = 1 / circle_count; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_diff; switch (st_temp) { case 3: b += b_diff; break; case 2: b += (0.8 * b_diff); break; default: b += (0.6 * b_diff); } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * clamp(b, 1.5, 3)); break; case "Revolver Single": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; switch (shot_type) { case "strong": b += b_inc; break; case "medium": b += (b_inc * 0.5); break; default: b = 0; } var st_temp; for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc * 0.5); break; default: b += 0; } global.attacking_damage_stat = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat_3) + r) * b); break; case "Revolver Multi": global.attacking_damage_stat_betrayal = global.current_hp_enemy_3; global.attacking_damage_stat_critical_3 = round((((global.player_weapon_attack + global.player_weapon_modifier_attack + global.player_attack) - global.enemy_defense_stat) + 2) * 3.5); r = random_range(0, 2); b = 0; var b_inc = 0.5833333333333334; var st_temp; for (st_temp = shot_total; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: b += b_inc; break; case 2: b += (b_inc / 2); break; default: b += 0; } for (st_temp = shot_total_pre; st_temp > 3; st_temp -= 3) b += b_inc; switch (st_temp) { case 3: ...
(dd_type);
109
}
110
global.player_attack = player_attack_original;
111
global.player_weapon_attack = player_weapon_attack_original;
112
if (fight_number == 1)
113
    global.enemy_vulnerable = enemy_vulnerable_hold;
114
else if (fight_number == 2)
115
    global.enemy_vulnerable_2 = enemy_vulnerable_hold;
116
else if (fight_number == 3)
117
    global.enemy_vulnerable_3 = enemy_vulnerable_hold;