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gml_Object_obj_wild_revolver_circle_pre_Step_0

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1
if (live_call())
2
    return global.live_result;
3
var fight_number = global.fight_number;
4
var enemy_sparing, enemy_vulnerable, current_hp_enemy, attacking_damage_stat_critical, enemy_target_x, enemy_target_y;
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if (fight_number == 1)
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{
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    enemy_sparing = global.enemy_sparing;
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    enemy_vulnerable = global.enemy_vulnerable;
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    current_hp_enemy = global.current_hp_enemy;
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    attacking_damage_stat_critical = global.attacking_damage_stat_critical;
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    enemy_target_x = global.enemy_target_x;
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    enemy_target_y = global.enemy_target_y;
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}
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else if (fight_number == 2)
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{
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    enemy_sparing = global.enemy_sparing_2;
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    enemy_vulnerable = global.enemy_vulnerable_2;
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    current_hp_enemy = global.current_hp_enemy_2;
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    attacking_damage_stat_critical = global.attacking_damage_stat_critical_2;
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    enemy_target_x = global.enemy_target_x_2;
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    enemy_target_y = global.enemy_target_y_2;
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}
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else if (fight_number == 3)
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{
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    enemy_sparing = global.enemy_sparing_3;
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    enemy_vulnerable = global.enemy_vulnerable_3;
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    current_hp_enemy = global.current_hp_enemy_3;
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    attacking_damage_stat_critical = global.attacking_damage_stat_critical_3;
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    enemy_target_x = global.enemy_target_x_3;
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    enemy_target_y = global.enemy_target_y_3;
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}
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script_execute(scr_controls_battle_reticle);
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if (outline <= 0 && no_loop == false)
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{
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    outline = 0;
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    shrink = false;
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    image_alpha = 0;
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    alarm[0] = 1;
gml_Object_obj_wild_revolver_circle_pre_Alarm_0.gml

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add; if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed; } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed; instance_destroy();
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    no_loop = true;
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}
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if (key_select)
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{
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    var shot_sound;
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    if ((outline < small_circle && ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical))) || outline <= (small_circle * 0.5))
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    {
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        shot_type = "strong";
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        hit_object = 2916;
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        shot_add = 3;
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        shot_sound = audio_play_sound(snd_attackhitperfect, 1, 0);
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    }
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    else if (outline < small_circle && outline > (small_circle * 0.5))
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    {
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        shot_type = "medium";
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        hit_object = 2915;
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        shot_add = 2;
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        shot_sound = audio_play_sound(snd_attackhit, 1, 0);
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    }
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    else
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    {
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        outline = 0;
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        shrink = false;
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        image_alpha = 0;
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        alarm[0] = 1;
gml_Object_obj_wild_revolver_circle_pre_Alarm_0.gml

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add; if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed; } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed; instance_destroy();
64
        no_loop = true;
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        exit;
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    }
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    audio_sound_pitch(shot_sound, 1 + (obj_wild_revolver_battle_outline.target_current * 0.08));
68
    audio_sound_gain(shot_sound, 10, 0);
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    var dj_a = obj_wild_revolver_battle_outline.target_current;
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    var dj_b = dj_a - 1;
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    var dj_c = dj_order[dj_b];
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    instance_create(enemy_target_x + disjoint_x[dj_c], enemy_target_y + disjoint_y[dj_c], hit_object);
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    shrink = false;
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    button_pressed = true;
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    alarm[0] = 5;
gml_Object_obj_wild_revolver_circle_pre_Alarm_0.gml

with (obj_target_bar_battle) { shot_total_pre += obj_wild_revolver_circle_pre.shot_add; if (button_pressed_pre == false) button_pressed_pre = obj_wild_revolver_circle_pre.button_pressed; } with (obj_wild_revolver_battle_outline) continue_shot = obj_wild_revolver_circle_pre.button_pressed; instance_destroy();
76
}
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if (outline > 0 && shrink == true)
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    outline -= shrink_speed;
79
if (button_pressed == true && shrink == false)
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{
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    color_alt_total += color_alt_speed;
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    if (color_alt_total >= color_alt_max)
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    {
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        color_alt_total = 0;
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        color_number += 1;
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        if (color_number > 1)
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            color_number = 0;
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    }
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    cursor_color = color[color_number];
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    color_number_2 = color_number + 1;
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    if (color_number_2 > 1)
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        color_number_2 = 0;
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    outline_color = color[color_number_2];
94
}