alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var distance = 80
var dir = irandom_range(0, 359)
instance_create_depth((battle_box.x + (lengthdir_x(distance, dir))), (battle_box.y + (lengthdir_y(distance, dir))), -100, obj_battle_enemy_attack_axis_turret_twinkle)
alarm[0] = attack_interval
turret_count--
if (turret_count <= 0)
{
alarm[0] = attack_interval_big
turret_count = turret_count_max
turret_wave--
}
if (turret_wave <= 0)
instance_destroy()