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- Object ScoreStats
- if global.barehanded=1 and scrGetCurrentLevel()=5 SteamSetAchievement("ACH_THESE_ARE_MY_GUNS")
- scrSaveAchievements()
- scrCheckGuns()
- if global.xbox=1 scrInitXboxButtons()
- scrCountFlexibilityScore()
- scrCountMobilityScore()
- scrCheckLetters()
- scrCheckUsedGuns()
- scrCheckUsedMasks()
- scrCheckUsedThrows()
- scrCheckUsedKills()
- SteamCheckFinal()
- song=working_directory+"\Daisuke.mp3"
- //if global.sequence=rmSequence4 or global.sequence=rmSequence8 song=-1//working_directory+"\SilverLights.mp3"
- global.myscore=0
- bonus[0]=global.killscore
- bonus[1]=global.boldscore
- bonus[2]=global.comboscore
- bonus[3]=floor((18000-global.time)*0.5)
- if bonus[3]<0 bonus[3]=0
- bonus[4]=global.flexibilityscore
- bonus[5]=global.mobilityscore
- bonus[6]=global.specialscore
- i=0
- fastforward=0
- repeat (7) {
- drawbonus[i]=0
- amount[i]=0
- global.myscore+=bonus[i]
- i+=1
- }
- global.levelscore[global.currentlevel]=global.myscore
- parscore="/"+string(round((scrGetMaxpoints()*(7/15))*(1/500))*500)+"pts"
- type[0]="KILLINGS:"
- type[1]="BOLDNESS:"
- type[2]="COMBOS:"
- type[3]="TIME BONUS:"
- type[4]="FLEXIBILITY:"
- type[5]="MOBILITY:"
- type[6]="SPECIAL:"
- global.totalscore+=global.myscore
- global.newguns=0
- allguns=0
- i=0
- while global.newgun[i]=1 and i<15 {
- i+=1
- }
- if global.totalscore>(i+1)*50000 and global.totalscore-global.myscore<(i+1)*50000 global.newguns=1
- i+=1
- if global.totalscore>(i+1)*50000 and global.totalscore-global.myscore<(i+1)*50000 global.newguns=2 else i-=1
- nextgun=(i+1)*50000
- leftgun=global.totalscore
- //while leftgun>50000 leftgun-=50000
- i=0
- while global.newgun[i]=1 and i<16 {
- i+=1
- }
- if i=15 and global.newguns=2 global.newguns=1
- if i=16 {allguns=1 global.newguns=0}
- current=0
- dir=random(360)
- factor=0
- fade=0
- c_amount=0
- global.surf1=surface_create(room_width,room_height)
- surface_set_target(global.surf1)
- draw_clear_alpha(c_black,0)
- surface_reset_target()
- repeat (5) instance_create(random(room_width),0,objHouseReturn)
- i=0
- repeat (5) {
- palmx[i]=(room_width/4)*i
- palmindex[i]=floor(random(6))
- i+=1
- }
- global.currentmask=0
- if global.sequence=rmSequence1 global.currentmask=1
- if global.sequence=rmSequence2 global.currentmask=2
- if global.sequence=rmSequence3 global.currentmask=3
- if global.sequence=rmSequence4 global.currentmask=4
- if global.sequence=rmSequence5 global.currentmask=5
- if global.sequence=rmSequence6 global.currentmask=6
- if global.sequence=rmSequence7 global.currentmask=7
- if global.sequence=rmSequence8 global.currentmask=8
- if global.sequence=rmSequence9 global.currentmask=9
- if global.sequence=rmSequence10 global.currentmask=10
- if global.sequence=rmSequence11 global.currentmask=11
- if global.sequence=rmSequence12 global.currentmask=12
- if global.sequence=rmSequence13 global.currentmask=13
- if global.sequence=rmSequence14 global.currentmask=14
- if global.sequence=rmMCBar global.currentmask=15
- if global.sequence=rmMCSequence2 global.currentmask=16
- if global.sequence=rmMCSequence3 global.currentmask=17
- /*-Combos = Combo Bonus
- -Total time = Time Bonus
- -Weapons used = Flexibility Bonus
- -Distance between kills = Mobility Bonus
- -Only melee bonus = Melee Bonus
- -Shots fired during combat = Artillery Bonus
- -People who see you kill someone = Boldness Bonus*/
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