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 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 |
|
85 |
attack_tick += 1 |