| 1 |
function scr_enemy_attack_flier_flies_drawingscr_enemy_attack_flier_flies_drawingfunction scr_enemy_attack_flier_flies_drawing()
{
global.attack_counter_max = 60;
if (global.attack_counter == 0)
{
var distance = -13;
var distance_2 = 20;
var max_variations = 4;
var random_number_1 = irandom_range(0, max_variations);
var random_number_2 = irandom_range(0, max_variations - 1);
if (random_number_2 >= random_number_1)
random_number_2 += 1;
instance_create((obj_dialogue_box_battle_transformation_any.bbox_left - distance) + ((((obj_dialogue_box_battle_transformation_any.bbox_right + (distance * 2)) - obj_dialogue_box_battle_transformation_any.bbox_left) / max_variations) * random_number_1), obj_dialogue_box_battle_transformation_any.bbox_bottom + distance_2, obj_battle_enemy_attack_flier_fly_drawing);
instance_create((obj_dialogue_box_battle_transformation_any.bbox_left - distance) + ((((obj_dialogue_box_battle_transformation_any.bbox_right + (distance * 2)) - obj_dialogue_box_battle_transformation_any.bbox_left) / max_variations) * random_number_2), obj_dialogue_box_battle_transformation_any.bbox_bottom + distance_2, obj_battle_enemy_attack_flier_fly_drawing);
}
} () |
| 2 |
{ |
| 3 |
global.attack_counter_max = 60; |
| 4 |
if (global.attack_counter == 0) |
| 5 |
{ |
| 6 |
var distance = -13; |
| 7 |
var distance_2 = 20; |
| 8 |
var max_variations = 4; |
| 9 |
var random_number_1 = irandom_range(0, max_variations); |
| 10 |
var random_number_2 = irandom_range(0, max_variations - 1); |
| 11 |
if (random_number_2 >= random_number_1) |
| 12 |
random_number_2 += 1; |
| 13 |
instance_create((obj_dialogue_box_battle_transformation_any.bbox_left - distance) + ((((obj_dialogue_box_battle_transformation_any.bbox_right + (distance * 2)) - obj_dialogue_box_battle_transformation_any.bbox_left) / max_variations) * random_number_1), obj_dialogue_box_battle_transformation_any.bbox_bottom + distance_2, obj_battle_enemy_attack_flier_fly_drawing); |
| 14 |
instance_create((obj_dialogue_box_battle_transformation_any.bbox_left - distance) + ((((obj_dialogue_box_battle_transformation_any.bbox_right + (distance * 2)) - obj_dialogue_box_battle_transformation_any.bbox_left) / max_variations) * random_number_2), obj_dialogue_box_battle_transformation_any.bbox_bottom + distance_2, obj_battle_enemy_attack_flier_fly_drawing); |
| 15 |
} |
| 16 |
} |