1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
var ball_offset = 30 |
5 |
switch attack_tick |
6 |
{ |
7 |
case 30: |
8 |
var bomb = instance_create_depth((battle_box.x - 40), (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno) |
9 |
break |
10 |
case 60: |
11 |
bomb = instance_create_depth((battle_box.x + 40), (battle_box.bbox_top - 30), -100, obj_battle_enemy_attack_axis_bomb_geno) |
12 |
break |
13 |
case 90: |
14 |
bomb = instance_create_depth((battle_box.bbox_left - 30), battle_box.y, -100, obj_battle_enemy_attack_axis_bomb_geno) |
15 |
bomb.gravity_direction = 0 |
16 |
break |
17 |
case 105: |
18 |
bomb = instance_create_depth((battle_box.bbox_right + 30), (battle_box.y - 40), -100, obj_battle_enemy_attack_axis_bomb_geno) |
19 |
bomb.gravity_direction = 180 |
20 |
break |
21 |
case 120: |
22 |
bomb = instance_create_depth((battle_box.bbox_left - 30), (battle_box.y + 40), -100, obj_battle_enemy_attack_axis_bomb_geno) |
23 |
bomb.gravity_direction = 0 |
24 |
break |
25 |
case 150: |
26 |
bomb = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_axis_bomb_geno) |
27 |
bomb.gravity_direction = 90 |
28 |
break |
29 |
case 180: |
30 |
bomb = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 40), -100, obj_battle_enemy_attack_axis_bomb_geno) |
31 |
bomb.gravity_direction = 90 |
32 |
break |
33 |
case 210: |
34 |
bomb = instance_create_depth((battle_box.bbox_left - 30), (battle_box.y - 40), -100, obj_battle_enemy_attack_axis_bomb_geno) |
35 |
bomb.gravity_direction = 0 |
36 |
break |
37 |
case 270: |
38 |
instance_destroy() |
39 |
break |
40 |
} |
41 |
|
42 |
attack_tick += 1 |