| 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 variant = choose(1, 2); | 
    
    
        | 9 |         if (variant == 1) | 
    
    
        | 10 |         { | 
    
    
        | 11 |             attack_turret[0] = instance_create_depth(battle_box.x - 15, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 12 |             attack_turret[1] = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 13 |             attack_turret[2] = instance_create_depth(battle_box.x + 15, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 14 |         } | 
    
    
        | 15 |         else | 
    
    
        | 16 |         { | 
    
    
        | 17 |             attack_turret[0] = instance_create_depth(battle_box.x - 15, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 18 |             attack_turret[1] = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 19 |             attack_turret[2] = instance_create_depth(battle_box.x + 15, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 20 |         } | 
    
    
        | 21 |         variant = choose(1, 2); | 
    
    
        | 22 |         if (variant == 1) | 
    
    
        | 23 |         { | 
    
    
        | 24 |             attack_turret[3] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y - 15, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 25 |             attack_turret[4] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 26 |             attack_turret[5] = instance_create_depth(battle_box.bbox_left - 20, battle_box.y + 15, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 27 |         } | 
    
    
        | 28 |         else | 
    
    
        | 29 |         { | 
    
    
        | 30 |             attack_turret[3] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y - 15, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 31 |             attack_turret[4] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 32 |             attack_turret[5] = instance_create_depth(battle_box.bbox_right + 20, battle_box.y + 15, -100, obj_battle_enemy_attack_axis_turret_geno); | 
    
    
        | 33 |         } | 
    
    
        | 34 |         for (var i = 0; i < array_length(attack_turret); i++) | 
    
    
        | 35 |         { | 
    
    
        | 36 |             with (attack_turret[i]) | 
    
    
        | 37 |             { | 
    
    
        | 38 |                 if (x < battle_box.bbox_left) | 
    
    
        | 39 |                     direction = 0; | 
    
    
        | 40 |                 if (x > battle_box.bbox_right) | 
    
    
        | 41 |                     direction = 180; | 
    
    
        | 42 |                 if (y > battle_box.bbox_bottom) | 
    
    
        | 43 |                     direction = 90; | 
    
    
        | 44 |                 if (y < battle_box.bbox_top) | 
    
    
        | 45 |                     direction = 270; | 
    
    
        | 46 |             } | 
    
    
        | 47 |         } | 
    
    
        | 48 |         break; | 
    
    
        | 49 |     case 50: | 
    
    
        | 50 |     case 57: | 
    
    
        | 51 |         with (obj_battle_enemy_attack_axis_turret_geno) | 
    
    
        | 52 |         { | 
    
    
        | 53 |             if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) | 
    
    
        | 54 | alarm[1] | 
    
    
        | 55 |         } | 
    
    
        | 56 |         excluded_number = irandom_range(0, 2); | 
    
    
        | 57 |         excluded_number_2 = irandom_range(3, 5); | 
    
    
        | 58 |         break; | 
    
    
        | 59 |     case 64: | 
    
    
        | 60 |         with (obj_battle_enemy_attack_axis_turret_geno) | 
    
    
        | 61 |         { | 
    
    
        | 62 |             if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) | 
    
    
        | 63 | alarm[1] | 
    
    
        | 64 |         } | 
    
    
        | 65 |         break; | 
    
    
        | 66 |     case 90: | 
    
    
        | 67 |         with (obj_battle_enemy_attack_axis_turret_geno) | 
    
    
        | 68 |         { | 
    
    
        | 69 |             if (other.attack_turret[other.excluded_number] != id && other.attack_turret[other.excluded_number_2] != id) | 
    
    
        | 70 |                 scene = 2; | 
    
    
        | 71 |             else | 
    
    
        | 72 |                 scene = 4; | 
    
    
        | 73 |         } | 
    
    
        | 74 |         break; | 
    
    
        | 75 |     case 110: | 
    
    
        | 76 |         attack_count -= 1; | 
    
    
        | 77 |         if (attack_count > 0) | 
    
    
        | 78 |             attack_tick = 29; | 
    
    
        | 79 |         break; | 
    
    
        | 80 |     case 140: | 
    
    
        | 81 |         instance_destroy(); | 
    
    
        | 82 |         break; | 
    
    
        | 83 | } | 
    
    
        | 84 | attack_tick += 1; |