Deltarune (Chapter 2) script viewer

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gml_Object_obj_musicalbullet_controller_old_Step_0

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1
timer++;
2
init = 1;
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if (sfxtimer > 0)
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    sfxtimer--;
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tobymode = 1;
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supertobymode = 1;
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omegatobymode = 1;
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activatedtobymode = 1;
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donkeykongshouldberemovedfromthedccinematicuniverse = 1;
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if (tobymode == 1 && made == 0)
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{
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    lane[0] = 0;
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    lane[1] = 0;
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    lane[2] = 0;
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    lane[3] = 0;
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    var a = 0;
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    var b = 0;
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    var c = 0;
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    var chosenlane = 0;
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    var beat = 1;
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    for (var j = 0; j < 32; j++)
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    {
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        if (difficulty >= 2)
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        {
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            if (beat == 3)
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                c = 1;
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        }
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        if (beat == 1)
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            a = 1;
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        if (difficulty >= 1)
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            b = 1;
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        if (beat == 1 || beat == 2 || beat == 3)
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        {
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            lane[choose(0, 1, 2, 3)] = 1;
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            if (difficulty == 1 && beat == 3)
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            {
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                if (lane[0] == 1 || lane[2] == 1)
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                {
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                    lane[0] = 1;
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                    lane[2] = 1;
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                }
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                if (lane[1] == 1 || lane[3] == 1)
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                {
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                    lane[1] = 1;
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                    lane[3] = 1;
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                }
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            }
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            if (difficulty >= 2)
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            {
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                if (beat == 3)
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                {
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                    lane[0] = 1;
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                    lane[1] = 1;
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                    lane[2] = 1;
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                    lane[3] = 1;
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                    lane[choose(1, 2, 3)] = 0;
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                }
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            }
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scr_musicalbattlebullet
scr_musicalbattlebullet

function
scr_musicalbattlebullet(arg0, arg1, arg2)
{ var _bulletDepth = 0; var _bpm = 60; var _yTop = -40; var _instruments = [265, 266, 267, 268, 269, 270, 271]; var _instrumentsB = [272, 273, 274, 275, 276, 277, 278]; var _instrumentsAlt = [262, 263, 264]; var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460]; var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280]; var _laneType = [1, 1, 0, 0, 0, 0, 1, 1]; var _bps = _bpm / 60; var _spb = 1 / _bps; var _bpf = _bps / game_get_speed(gamespeed_fps); var _laneSelected = arg0; var _lanes = array_length_1d(_laneSelected); for (var i = 0; i < _lanes; i++) { if (_laneSelected[i] == 1 || _laneSelected[i] == 2) { var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet); if (_laneSelected[i] == 2) _bullet.varianty = 300; with (_bullet) { bulletType = _laneType[i]; image_index = bulletType; if (bulletType == 1) { image_yscale *= 0.5; image_alpha *= 0.7; } yTarget = _yLanes[i]; soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); beats = soundTimeStep / _spb; var _length = audio_sound_length(global.batmusic[1]); beatMax = _length / _spb; bpf = _bpf; spb = _spb; beats = soundTimeStep / _spb; targetBeat = ceil(beats) + arg1; var _measure = (targetBeat div 2) % 2; if (_measure) instrument = _instrumentsB[irandom(6)]; else instrument = _instruments[irandom(6)]; if (i == 1) instrument = _instrumentsAlt[0]; if (i == 6) instrument = _instrumentsAlt[1]; if (i == 7) instrument = _instrumentsAlt[2]; frames = arg2; framesAway = (targetBeat - beats) / _bpf; if (framesAway < frames) { } } } } }
([0, b, lane[0], lane[1], lane[2], lane[3], a, c], 1 + (j / 4), 50);
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        }
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        if (beat == 2 || beat == 4)
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        {
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            if (difficulty == 0)
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            {
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                if (beat == 4)
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                {
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                    lane[choose(0, 1, 2, 3)] = 1;
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scr_musicalbattlebullet
scr_musicalbattlebullet

function
scr_musicalbattlebullet(arg0, arg1, arg2)
{ var _bulletDepth = 0; var _bpm = 60; var _yTop = -40; var _instruments = [265, 266, 267, 268, 269, 270, 271]; var _instrumentsB = [272, 273, 274, 275, 276, 277, 278]; var _instrumentsAlt = [262, 263, 264]; var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460]; var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280]; var _laneType = [1, 1, 0, 0, 0, 0, 1, 1]; var _bps = _bpm / 60; var _spb = 1 / _bps; var _bpf = _bps / game_get_speed(gamespeed_fps); var _laneSelected = arg0; var _lanes = array_length_1d(_laneSelected); for (var i = 0; i < _lanes; i++) { if (_laneSelected[i] == 1 || _laneSelected[i] == 2) { var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet); if (_laneSelected[i] == 2) _bullet.varianty = 300; with (_bullet) { bulletType = _laneType[i]; image_index = bulletType; if (bulletType == 1) { image_yscale *= 0.5; image_alpha *= 0.7; } yTarget = _yLanes[i]; soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); beats = soundTimeStep / _spb; var _length = audio_sound_length(global.batmusic[1]); beatMax = _length / _spb; bpf = _bpf; spb = _spb; beats = soundTimeStep / _spb; targetBeat = ceil(beats) + arg1; var _measure = (targetBeat div 2) % 2; if (_measure) instrument = _instrumentsB[irandom(6)]; else instrument = _instruments[irandom(6)]; if (i == 1) instrument = _instrumentsAlt[0]; if (i == 6) instrument = _instrumentsAlt[1]; if (i == 7) instrument = _instrumentsAlt[2]; frames = arg2; framesAway = (targetBeat - beats) / _bpf; if (framesAway < frames) { } } } } }
([0, b, lane[0], lane[1], lane[2], lane[3], a, c], 1 + (j / 4), 50);
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                }
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            }
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            if (difficulty >= 1)
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            {
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                if (beat == 4)
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                {
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                    lane[choose(0, 1, 2, 3)] = 1;
76
                    
scr_musicalbattlebullet
scr_musicalbattlebullet

function
scr_musicalbattlebullet(arg0, arg1, arg2)
{ var _bulletDepth = 0; var _bpm = 60; var _yTop = -40; var _instruments = [265, 266, 267, 268, 269, 270, 271]; var _instrumentsB = [272, 273, 274, 275, 276, 277, 278]; var _instrumentsAlt = [262, 263, 264]; var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460]; var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280]; var _laneType = [1, 1, 0, 0, 0, 0, 1, 1]; var _bps = _bpm / 60; var _spb = 1 / _bps; var _bpf = _bps / game_get_speed(gamespeed_fps); var _laneSelected = arg0; var _lanes = array_length_1d(_laneSelected); for (var i = 0; i < _lanes; i++) { if (_laneSelected[i] == 1 || _laneSelected[i] == 2) { var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet); if (_laneSelected[i] == 2) _bullet.varianty = 300; with (_bullet) { bulletType = _laneType[i]; image_index = bulletType; if (bulletType == 1) { image_yscale *= 0.5; image_alpha *= 0.7; } yTarget = _yLanes[i]; soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); beats = soundTimeStep / _spb; var _length = audio_sound_length(global.batmusic[1]); beatMax = _length / _spb; bpf = _bpf; spb = _spb; beats = soundTimeStep / _spb; targetBeat = ceil(beats) + arg1; var _measure = (targetBeat div 2) % 2; if (_measure) instrument = _instrumentsB[irandom(6)]; else instrument = _instruments[irandom(6)]; if (i == 1) instrument = _instrumentsAlt[0]; if (i == 6) instrument = _instrumentsAlt[1]; if (i == 7) instrument = _instrumentsAlt[2]; frames = arg2; framesAway = (targetBeat - beats) / _bpf; if (framesAway < frames) { } } } } }
([0, b, lane[0], lane[1], lane[2], lane[3], 0, c], 1 + (j / 4), 50);
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                }
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            }
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        }
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        beat++;
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        if (beat > 4)
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            beat = 1;
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        a = 0;
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        b = 0;
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        c = 0;
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        lane[0] = 0;
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        lane[1] = 0;
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        lane[2] = 0;
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        lane[3] = 0;
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    }
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    made = 1;
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}
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if (tobymode == 1 && made == 1)
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{
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    if ((global.turntimer < 10 && global.turntimer > 4) || !i_ex(obj_musicalbattlebullet))
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    {
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        con = 0;
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        global.turntimer = 3;
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        instance_destroy();
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    }
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}
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if (timer == bullettimermax)
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{
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    if (tobymode == 0)
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    {
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        var a = 1;
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        var b = 0;
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        if (difficulty >= 1)
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            b = (con + 1) % 2;
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        var c = 0;
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        if (difficulty >= 2)
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            c = con % 2;
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        var rand = irandom(3);
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        var lane1;
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        if (rand == 0)
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            lane1 = 1;
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        else
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            lane1 = 0;
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        var lane2;
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        if (rand == 1)
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            lane2 = 1;
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        else
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            lane2 = 0;
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        var lane3;
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        if (rand == 2)
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            lane3 = 1;
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        else
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            lane3 = 0;
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        var lane4;
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        if (rand == 3)
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            lane4 = 1;
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        else
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            lane4 = 0;
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        if (difficulty > 0)
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        {
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            rand = irandom(5);
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            if (rand == 0)
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                lane1 = 1;
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            if (rand == 1)
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                lane2 = 1;
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            if (rand == 2)
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                lane3 = 1;
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            if (rand == 3)
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                lane4 = 1;
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        }
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        if (difficulty > 1)
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        {
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            rand = irandom(5);
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            if (rand == 0)
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                lane1 = 2;
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            if (rand == 1)
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                lane2 = 2;
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            if (rand == 2)
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                lane3 = 2;
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            if (rand == 3)
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                lane4 = 2;
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        }
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        if (con < 12)
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scr_musicalbattlebullet
scr_musicalbattlebullet

function
scr_musicalbattlebullet(arg0, arg1, arg2)
{ var _bulletDepth = 0; var _bpm = 60; var _yTop = -40; var _instruments = [265, 266, 267, 268, 269, 270, 271]; var _instrumentsB = [272, 273, 274, 275, 276, 277, 278]; var _instrumentsAlt = [262, 263, 264]; var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460]; var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280]; var _laneType = [1, 1, 0, 0, 0, 0, 1, 1]; var _bps = _bpm / 60; var _spb = 1 / _bps; var _bpf = _bps / game_get_speed(gamespeed_fps); var _laneSelected = arg0; var _lanes = array_length_1d(_laneSelected); for (var i = 0; i < _lanes; i++) { if (_laneSelected[i] == 1 || _laneSelected[i] == 2) { var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet); if (_laneSelected[i] == 2) _bullet.varianty = 300; with (_bullet) { bulletType = _laneType[i]; image_index = bulletType; if (bulletType == 1) { image_yscale *= 0.5; image_alpha *= 0.7; } yTarget = _yLanes[i]; soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); beats = soundTimeStep / _spb; var _length = audio_sound_length(global.batmusic[1]); beatMax = _length / _spb; bpf = _bpf; spb = _spb; beats = soundTimeStep / _spb; targetBeat = ceil(beats) + arg1; var _measure = (targetBeat div 2) % 2; if (_measure) instrument = _instrumentsB[irandom(6)]; else instrument = _instruments[irandom(6)]; if (i == 1) instrument = _instrumentsAlt[0]; if (i == 6) instrument = _instrumentsAlt[1]; if (i == 7) instrument = _instrumentsAlt[2]; frames = arg2; framesAway = (targetBeat - beats) / _bpf; if (framesAway < frames) { } } } } }
([0, b, lane1, lane2, lane3, lane4, a, 0], 3, 60);
160
        if (con == 12)
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        {
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            con = 0;
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            global.turntimer = 3;
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            instance_destroy();
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        }
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        con++;
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        timer = 0;
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    }
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}