| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 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 |
var 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 |
var 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 |
var 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 |
var 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 |
var 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 |
var 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 |
var 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 |
attack_tick += 1; |