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 ball = instance_create_depth(battle_box.x, (battle_box.bbox_top - 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) |
9 |
ball.image_index = 0 |
10 |
break |
11 |
case 70: |
12 |
ball = instance_create_depth((battle_box.bbox_right + 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) |
13 |
ball.image_index = ball.image_number * 0.25 |
14 |
break |
15 |
case 110: |
16 |
ball = instance_create_depth(battle_box.x, (battle_box.bbox_bottom + 20), -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) |
17 |
ball.image_index = ball.image_number * 0.5 |
18 |
break |
19 |
case 150: |
20 |
ball = instance_create_depth((battle_box.bbox_left - 20), battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse) |
21 |
ball.image_index = ball.image_number * 0.75 |
22 |
break |
23 |
case 220: |
24 |
instance_destroy() |
25 |
break |
26 |
} |
27 |
|
28 |
attack_tick += 1 |