1 |
counter_current = 0 |
2 |
counter_delay = room_speed * 1 |
3 |
counter_delay_current = 0 |
4 |
counter_timer = -1 |
5 |
attack_number = 3 |
6 |
bullet_spawn_number = 3 |
7 |
bullet_spawn_distance = 100 |
8 |
if (global.battle_phase == 2) |
9 |
bullet_spawn_number = 4 |
10 |
bullet_spawn_direction = irandom_range(0, 359) |
11 |
part_diamond_sys = part_system_create() |
12 |
part_diamond_em = part_emitter_create(part_diamond_sys) |
13 |
part_system_depth(part_diamond_sys, -49) |
14 |
part_diamond_trail = part_type_create() |
15 |
part_type_sprite(part_diamond_trail, 2318, 0, false, false) |
16 |
part_type_size(part_diamond_trail, 1, 1, -0.15, 0) |
17 |
part_type_colour2(part_diamond_trail, 16777215, 16777215) |
18 |
part_type_alpha2(part_diamond_trail, 1, 0) |
19 |
part_type_orientation(part_diamond_trail, 0, 359, choose(-4, 4), 0.1, 1) |
20 |
part_type_life(part_diamond_trail, 200, 200) |
21 |
part_type_blend(part_diamond_trail, 1) |