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BladedTaco

scr_swap_weapons(new_weapon)

Feb 22nd, 2017
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  1. ///scr_swap_weapons(new_weapon)
  2. var new_weapon = argument0;
  3. obj_weapon_stats.weapon_sprite = new_weapon.sprite_index;
  4.  
  5. obj_weapon_stats.def = new_weapon.def;
  6. obj_weapon_stats.spd = new_weapon.spd;
  7. obj_weapon_stats.hp = new_weapon.hp;
  8. obj_weapon_stats.maxhp = new_weapon.maxhp;
  9. obj_weapon_stats.stamina = new_weapon.stamina;
  10. obj_weapon_stats.maxstamina = new_weapon.maxstamina;
  11. obj_weapon_stats.attack = new_weapon.attack;
  12. obj_weapon_stats.attack_knockback = new_weapon.attack_knockback;
  13. obj_weapon_stats.mana = new_weapon.mana;
  14. obj_weapon_stats.maxmana = new_weapon.maxmana;
  15. obj_weapon_stats.mana_regen_rate = new_weapon.mana_regen_rate;
  16. obj_weapon_stats.stamina_regen_rate = new_weapon.stamina_regen_rate;
  17. obj_weapon_stats.stamina_regen_stall = new_weapon.stamina_regen_stall;
  18. obj_weapon_stats.mana_regen_stall = new_weapon.mana_regen_stall;
  19. obj_weapon_stats.mana_regen_delay = new_weapon.mana_regen_delay;
  20. obj_weapon_stats.stamina_regen_delay = new_weapon.stamina_regen_delay;
  21. obj_weapon_stats.dash_cost = new_weapon.dash_cost;
  22. obj_weapon_stats.spell_cost = new_weapon.spell_cost;
  23. obj_weapon_stats.spell_pierce = new_weapon.spell_pierce;
  24. obj_weapon_stats.spell_knockback = new_weapon.spell_knockback;
  25. obj_weapon_stats.spell_attack = new_weapon.spell_attack;
  26. obj_weapon_stats.dash_length = new_weapon.dash_length;
  27. obj_weapon_stats.dash_spd = new_weapon.dash_spd;
  28. obj_weapon_stats.attack_spd = new_weapon.attack_spd;
  29. obj_weapon_stats.attack_range = new_weapon.attack_range;
  30. obj_weapon_stats.attack_persists = new_weapon.attack_persists;
  31. obj_weapon_stats.respawn_hp = new_weapon.respawn_hp;
  32. obj_weapon_stats.w_width = new_weapon.w_width;
  33.  
  34.  
  35.  
  36. with (obj_player_stats) {
  37. scr_level_up();
  38. }
  39.  
  40. x1 = new_weapon.x
  41. y1 = new_weapon.y
  42.  
  43. if (new_weapon.object_index == obj_weapon_item_sword) {
  44. obj_weapon_stats.unlocked_weapon[0] = true;
  45. }
  46. if (new_weapon.object_index == obj_weapon_item_axe) {
  47. obj_weapon_stats.unlocked_weapon[1] = true;
  48. } /*
  49. if (new_weapon.object_index == obj_weapon_item_) {
  50. obj_weapon_stats.unlocked_weapon[2] = true;
  51. }
  52. if (new_weapon.object_index == obj_weapon_item_) {
  53. obj_weapon_stats.unlocked_weapon[3] = true;
  54. }
  55. if (new_weapon.object_index == obj_weapon_item_) {
  56. obj_weapon_stats.unlocked_weapon[4] = true;
  57. }
  58. if (new_weapon.object_index == obj_weapon_item_) {
  59. obj_weapon_stats.unlocked_weapon[5] = true;
  60. }
  61. if (new_weapon.object_index == obj_weapon_item_) {
  62. obj_weapon_stats.unlocked_weapon[6] = true;
  63. }
  64. if (new_weapon.object_index == obj_weapon_item_) {
  65. obj_weapon_stats.unlocked_weapon[7] = true;
  66. }
  67. if (new_weapon.object_index == obj_weapon_item_) {
  68. obj_weapon_stats.unlocked_weapon[8] = true;
  69. }
  70. if (new_weapon.object_index == obj_weapon_item_) {
  71. obj_weapon_stats.unlocked_weapon[9] = true;
  72. } */
  73.  
  74.  
  75. instance_destroy(new_weapon)
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