1 |
var battle_box = obj_dialogue_box_battle_transformation_any |
2 |
var point_x = battle_box.x + (lengthdir_x(75, coin_dir_offset)) |
3 |
var point_y = battle_box.y + (lengthdir_y(75, coin_dir_offset)) |
4 |
var new_coin = instance_create_depth(point_x, point_y, -999999, obj_attack_mooch_coin_bag_coin) |
5 |
coin_dir_offset += coin_dir_inc |
6 |
obj_attack_mooch_coin_bag.coin[coin_current] = new_coin |
7 |
coin_current += 1 |
8 |
if (coin_current > coin_number_max) |
9 |
return; |
10 |
alarm[2] = coin_offset_time * 2alarm[2]var battle_box = obj_dialogue_box_battle_transformation_any
var point_x = battle_box.x + (lengthdir_x(75, coin_dir_offset))
var point_y = battle_box.y + (lengthdir_y(75, coin_dir_offset))
var new_coin = instance_create_depth(point_x, point_y, -999999, obj_attack_mooch_coin_bag_coin)
coin_dir_offset += coin_dir_inc
obj_attack_mooch_coin_bag.coin[coin_current] = new_coin
coin_current += 1
if (coin_current > coin_number_max)
return;
alarm[2] = coin_offset_time * 2 |