4 |
alarm[0] = 1alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var side = choose(1, 2, 3, 4)
var xx = battle_box.x
var yy = battle_box.y
switch side
{
case 1:
xx = battle_box.bbox_left - 20
yy = battle_box.bbox_top - 20
break
case 2:
xx = battle_box.bbox_right + 20
yy = battle_box.bbox_top - 20
break
case 3:
xx = battle_box.bbox_right + 20
yy = battle_box.bbox_bottom + 20
break
case 4:
xx = battle_box.bbox_left - 20
yy = battle_box.bbox_bottom + 20
break
}
var twinkle = instance_create_depth(xx, yy, -100, obj_battle_enemy_attack_axis_turret_twinkle_2)
twinkle.side = side
turret_count--
if (turret_count <= 0)
instance_destroy() |