function scr_determine_attack_bonus() { var player_weapon = global.player_weapon; var player_weapon_modifier = global.player_weapon_modifier; switch (player_weapon) { case "Toy Gun": case "Wild Revolver": switch (player_weapon_modifier) { case "Cff Bean Ammo": if (instance_exists(obj_text_damage_count) && shot_type == "strong") { instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any); with (obj_text_fighting_bonus_any) { text = "SP+1"; script_execute(scr_color_sp_bonus); c_color = c_sp_bonus; } if (global.current_sp_self == 0) global.current_sp_self = 1; if (global.current_sp_self > global.max_sp_self) global.current_sp_self = global.max_sp_self; } break; case "Glass Ammo": if (instance_exists(obj_text_damage_count) && shot_type == "strong") { instance_create(obj_text_fighting_parent.x - 1, obj_text_fighting_parent.y - 27, obj_text_fighting_bonus_any); with (obj_text_fighting_bonus_any) { text = "HP+2"; script_execute(scr_color_hp_bonus); c_color = c_hp_bonus; } if (global.current_hp_self > global.max_hp_self) exit; global.current_hp_self += 2; if (global.current_hp_self > global.max_hp_self) global.current_hp_self = global.max_hp_self; } break; default: } break; default: } }