var fight_number = global.fight_number if (fight_number == 1) { var enemy_sparing = global.enemy_sparing var enemy_vulnerable = global.enemy_vulnerable var current_hp_enemy = global.current_hp_enemy var attacking_damage_stat_critical = global.attacking_damage_stat_critical var enemy_target_x = global.enemy_target_x var enemy_target_y = global.enemy_target_y } else if (fight_number == 2) { enemy_sparing = global.enemy_sparing_2 enemy_vulnerable = global.enemy_vulnerable_2 current_hp_enemy = global.current_hp_enemy_2 attacking_damage_stat_critical = global.attacking_damage_stat_critical_2 enemy_target_x = global.enemy_target_x_2 enemy_target_y = global.enemy_target_y_2 } else if (fight_number == 3) { enemy_sparing = global.enemy_sparing_3 enemy_vulnerable = global.enemy_vulnerable_3 current_hp_enemy = global.current_hp_enemy_3 attacking_damage_stat_critical = global.attacking_damage_stat_critical_3 enemy_target_x = global.enemy_target_x_3 enemy_target_y = global.enemy_target_y_3 } script_execute(gml_Script_scr_controls_battle_reticle) if (outline <= 10 && no_loop == false) { key_select = true no_loop = true } if (draw_alpha < 1) draw_alpha += 0.05 else draw_alpha = 1 if instance_exists(obj_toy_gun_battle_circle) obj_toy_gun_battle_circle.image_alpha = draw_alpha if key_select { if ((enemy_sparing == true && enemy_vulnerable == true) || (enemy_vulnerable == true && current_hp_enemy <= attacking_damage_stat_critical) || outline <= (small_circle * 0.25)) { shot_type = "strong" hit_object = obj_shot_strong } else if (outline <= (small_circle * 0.6) && outline > (small_circle * 0.25)) { shot_type = "medium" hit_object = 2912 } else if (outline < small_circle && outline > (small_circle * 0.6)) { shot_type = "weak" hit_object = 2911 } instance_create(enemy_target_x, enemy_target_y, hit_object) shrink = false button_pressed = true } if (outline > 0 && shrink == true) outline -= shrink_speed if (button_pressed == true && shrink == false) { color_alt_total += color_alt_speed if (color_alt_total >= color_alt_max) { color_alt_total = 0 color_number += 1 if (color_number > 1) color_number = 0 } cursor_color = color[color_number] color_number_2 = color_number + 1 if (color_number_2 > 1) color_number_2 = 0 outline_color = color[color_number_2] }