| 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); |