1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
var dir = irandom_range(0, 359) |
5 |
var dir_inc = (360/7) |
6 |
var real_turret = irandom_range(0, 6) |
7 |
for (var i = 0; i < 7; i++) |
8 |
{ |
9 |
var distance = irandom_range(100, 140) |
10 |
if (i != real_turret) |
11 |
instance_create_depth((battle_box.x + (lengthdir_x(distance, (dir + dir_inc * i)))), (battle_box.y + (lengthdir_y(distance, (dir + dir_inc * i)))), -100, obj_battle_enemy_attack_axis_turret_fake) |
12 |
else |
13 |
instance_create_depth((battle_box.x + (lengthdir_x(distance, (dir + dir_inc * i)))), (battle_box.y + (lengthdir_y(distance, (dir + dir_inc * i)))), -100, obj_battle_enemy_attack_axis_turret_real) |
14 |
} |
15 |
alarm[1] = attack_offsetalarm[1]if live_call()
return global.live_result;
with (obj_battle_enemy_attack_axis_turret_fake)
destroy_self = true
with (obj_battle_enemy_attack_axis_turret_real)
can_shoot = true
alarm[0] = attack_interval |
16 |
turret_wave-- |
17 |
if (turret_wave <= 0) |
18 |
instance_destroy() |