| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
|
| 4 |
function shoot_fail() |
| 5 |
{ |
| 6 |
if (!shoot_miss) |
| 7 |
{ |
| 8 |
gun_spin = false; |
| 9 |
hit[circle_current] = 0; |
| 10 |
color_hit_number[circle_current] = 0; |
| 11 |
button_pressed = true; |
| 12 |
if (shot_add == 0) |
| 13 |
button_pressed = false; |
| 14 |
var shot_sound = audio_play_sound(snd_fail, 1, 0); |
| 15 |
shrink[circle_current] = false; |
| 16 |
shrink_speed = 0; |
| 17 |
alarm[0] = 20;gml_Object_obj_wild_revolver_circle_multi_pre_Alarm_0.gmlwith (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add;
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed;
if (other.shoot_miss == true)
alarm[0] = 1;
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed;
instance_destroy(); |
| 18 |
shoot_miss = true; |
| 19 |
key_select = 0; |
| 20 |
no_loop = true; |
| 21 |
} |
| 22 |
} |
| 23 |
|
| 24 |
if (execute_create == true) |
| 25 |
{ |
| 26 |
if (can_execute == false) |
| 27 |
exit; |
| 28 |
var fight_number = global.fight_number; |
| 29 |
var enemy_sparing, enemy_vulnerable, current_hp_enemy, attacking_damage_stat_critical, enemy_target_x, enemy_target_y; |
| 30 |
if (fight_number == 1) |
| 31 |
{ |
| 32 |
enemy_sparing = global.enemy_sparing; |
| 33 |
enemy_vulnerable = global.enemy_vulnerable; |
| 34 |
current_hp_enemy = global.current_hp_enemy; |
| 35 |
attacking_damage_stat_critical = global.attacking_damage_stat_critical; |
| 36 |
enemy_target_x = global.enemy_target_x; |
| 37 |
enemy_target_y = global.enemy_target_y; |
| 38 |
} |
| 39 |
else if (fight_number == 2) |
| 40 |
{ |
| 41 |
enemy_sparing = global.enemy_sparing_2; |
| 42 |
enemy_vulnerable = global.enemy_vulnerable_2; |
| 43 |
current_hp_enemy = global.current_hp_enemy_2; |
| 44 |
attacking_damage_stat_critical = global.attacking_damage_stat_critical_2; |
| 45 |
enemy_target_x = global.enemy_target_x_2; |
| 46 |
enemy_target_y = global.enemy_target_y_2; |
| 47 |
} |
| 48 |
else if (fight_number == 3) |
| 49 |
{ |
| 50 |
enemy_sparing = global.enemy_sparing_3; |
| 51 |
enemy_vulnerable = global.enemy_vulnerable_3; |
| 52 |
current_hp_enemy = global.current_hp_enemy_3; |
| 53 |
attacking_damage_stat_critical = global.attacking_damage_stat_critical_3; |
| 54 |
enemy_target_x = global.enemy_target_x_3; |
| 55 |
enemy_target_y = global.enemy_target_y_3; |
| 56 |
} |
| 57 |
script_execute(scr_controls_battle_reticle_multi); |
| 58 |
for (i = 0; i <= final_circle; i++) |
| 59 |
{ |
| 60 |
if (outline[i] <= 0 && shrink[i] == true) |
| 61 |
{ |
| 62 |
outline[i] = 0; |
| 63 |
shrink[i] = false; |
| 64 |
imagea[i] = 0; |
| 65 |
circle_current += 1; |
| 66 |
} |
| 67 |
} |
| 68 |
if (key_select) |
| 69 |
{ |
| 70 |
var shot_sound; |
| 71 |
if (outline[circle_current] > small_circle) |
| 72 |
{ |
| 73 |
shoot_fail(); |
| 74 |
exit; |
| 75 |
} |
| 76 |
else if ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical) || outline[circle_current] <= (small_circle * 0.5)) |
| 77 |
{ |
| 78 |
gun_spin = true; |
| 79 |
hit[circle_current] = 2; |
| 80 |
color_hit_number[circle_current] = 1; |
| 81 |
shot_add += 3; |
| 82 |
if (circle_current == final_circle) |
| 83 |
hit_object = 2916; |
| 84 |
else |
| 85 |
hit_object = 2916; |
| 86 |
shot_sound = audio_play_sound(snd_attackhitperfect, 1, 0); |
| 87 |
} |
| 88 |
else if (outline[circle_current] <= small_circle && outline[circle_current] > (small_circle * 0.5)) |
| 89 |
{ |
| 90 |
gun_spin = true; |
| 91 |
hit[circle_current] = 1; |
| 92 |
color_hit_number[circle_current] = 0; |
| 93 |
shot_add += 2; |
| 94 |
if (circle_current == final_circle) |
| 95 |
hit_object = 2915; |
| 96 |
else |
| 97 |
hit_object = 2915; |
| 98 |
shot_sound = audio_play_sound(snd_attackhit, 1, 0); |
| 99 |
} |
| 100 |
audio_sound_pitch(shot_sound, 1 + (obj_wild_revolver_battle_outline.target_current * 0.08)); |
| 101 |
instance_create(enemy_target_x + irandom_range(-50, 50), enemy_target_y + irandom_range(-50, 50), hit_object); |
| 102 |
shrink[circle_current] = false; |
| 103 |
button_pressed = true; |
| 104 |
button_pressed_main = true; |
| 105 |
circle_current += 1; |
| 106 |
if (circle_current > final_circle) |
| 107 |
alarm[0] = 5;gml_Object_obj_wild_revolver_circle_multi_pre_Alarm_0.gmlwith (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add;
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed;
if (other.shoot_miss == true)
alarm[0] = 1;
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed;
instance_destroy(); |
| 108 |
key_select = 0; |
| 109 |
} |
| 110 |
for (i = 0; i <= final_circle; i++) |
| 111 |
{ |
| 112 |
if (outline[i] > 0 && shrink[i] == true) |
| 113 |
{ |
| 114 |
outline[i] -= shrink_speed; |
| 115 |
if (outline[i] <= 0) |
| 116 |
{ |
| 117 |
outline[i] = 0; |
| 118 |
shoot_fail(); |
| 119 |
} |
| 120 |
} |
| 121 |
if (shrink[i] == false && imagea[i] > 0) |
| 122 |
{ |
| 123 |
if (hit[i] == 2) |
| 124 |
{ |
| 125 |
color_alt_total[i] += color_alt_speed; |
| 126 |
if (color_alt_total[i] >= color_alt_max) |
| 127 |
{ |
| 128 |
color_alt_total[i] = 0; |
| 129 |
color_hit_number[i] += 1; |
| 130 |
if (color_hit_number[i] > 2) |
| 131 |
color_hit_number[i] = 0; |
| 132 |
} |
| 133 |
} |
| 134 |
if (hit[i] != 0) |
| 135 |
{ |
| 136 |
cursor_color[i] = color_hit[color_hit_number[i]]; |
| 137 |
outline_color[i] = color_hit[color_hit_number[i]]; |
| 138 |
} |
| 139 |
thickness[i] += thick_increase; |
| 140 |
imagea[i] -= imagea_dec; |
| 141 |
if (imagea[i] < 0) |
| 142 |
imagea[i] = 0; |
| 143 |
} |
| 144 |
} |
| 145 |
if (no_loop == false) |
| 146 |
{ |
| 147 |
if (outline[final_circle] == 0 && hit[final_circle] == false) |
| 148 |
{ |
| 149 |
if (!instance_exists(obj_strike_fake)) |
| 150 |
{ |
| 151 |
alarm[0] = 5;gml_Object_obj_wild_revolver_circle_multi_pre_Alarm_0.gmlwith (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add;
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed;
if (other.shoot_miss == true)
alarm[0] = 1;
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed;
instance_destroy(); |
| 152 |
no_loop = true; |
| 153 |
} |
| 154 |
} |
| 155 |
} |
| 156 |
} |