1 |
if live_call() |
2 |
return global.live_result; |
3 |
battle_box = obj_dialogue_box_battle_transformation_any |
4 |
bomb_side = choose(1, 2, 3, 4) |
5 |
ball_delay_list = ds_list_create() |
6 |
ds_list_add(ball_delay_list, 25, 50, 75, 100, 125, 150) |
7 |
ds_list_shuffle(ball_delay_list) |
8 |
var delay_current = 45 |
9 |
var spawn_dir = 0 |
10 |
var spawn_dist = 90 |
11 |
for (var i = 0; i < 6; i++) |
12 |
{ |
13 |
spawn_dir = i * 60 |
14 |
var ball = instance_create_depth((battle_box.x + (lengthdir_x(spawn_dist, spawn_dir))), (battle_box.y + (lengthdir_y(spawn_dist, spawn_dir))), -100, obj_battle_enemy_attack_axis_energy_ball_magnetic) |
15 |
ball.alarm[0] = ds_list_find_value(ball_delay_list, 0) |
16 |
ball.alarm[1] = ball.alarm[0] / 3 |
17 |
ds_list_delete(ball_delay_list, 0) |
18 |
} |
19 |
obj_heart_battle_fighting_parent.movement_mode = 2 |