| 1 | if (live_call()) | 
    
    
        | 2 |     return global.live_result; | 
    
    
        | 3 | var battle_box = 3154; | 
    
    
        | 4 | var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); | 
    
    
        | 5 | var bul_spawn = ds_list_find_value(bullet_list, list_pos); | 
    
    
        | 6 | ds_list_delete(bullet_list, list_pos); | 
    
    
        | 7 | switch (bul_spawn) | 
    
    
        | 8 | { | 
    
    
        | 9 |     case "left": | 
    
    
        | 10 |         var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); | 
    
    
        | 11 |         with (bullet) | 
    
    
        | 12 |         { | 
    
    
        | 13 |             target_x = battle_box.bbox_left - 50; | 
    
    
        | 14 |             target_y = 200; | 
    
    
        | 15 |             turn_rate = 0.07; | 
    
    
        | 16 |         } | 
    
    
        | 17 |         break; | 
    
    
        | 18 |     case "right": | 
    
    
        | 19 |         var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); | 
    
    
        | 20 |         bullet.image_xscale = -1; | 
    
    
        | 21 |         with (bullet) | 
    
    
        | 22 |         { | 
    
    
        | 23 |             target_x = battle_box.bbox_right + 50; | 
    
    
        | 24 |             target_y = 200; | 
    
    
        | 25 |             turn_rate = 0.07; | 
    
    
        | 26 |         } | 
    
    
        | 27 |         break; | 
    
    
        | 28 | } | 
    
    
        | 29 | if (ds_list_size(bullet_list) > 0) | 
    
    
        | 30 | { | 
    
    
        | 31 |     alarm[0] = bullet_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0.gmlif (live_call())
    return global.live_result;
var battle_box = 3154;
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
var bul_spawn = ds_list_find_value(bullet_list, list_pos);
ds_list_delete(bullet_list, list_pos);
switch (bul_spawn)
{
    case "left":
        var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
        with (bullet)
        {
            target_x = battle_box.bbox_left - 50;
            target_y = 200;
            turn_rate = 0.07;
        }
        break;
    case "right":
        var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
        bullet.image_xscale = -1;
        with (bullet)
        {
            target_x = battle_box.bbox_right + 50;
            target_y = 200;
            turn_rate = 0.07;
        }
        break;
}
if (ds_list_size(bullet_list) > 0)
{
alarm[0] = bullet_offset; 
}
else if (wave_number > 0)
{
    ds_list_add(bullet_list, "left", "middle", "right");
alarm[0] = bullet_offset * 7; 
    wave_number -= 1;
}
else
{
alarm[1] = 180; 
} | 
    
    
        | 32 | } | 
    
    
        | 33 | else if (wave_number > 0) | 
    
    
        | 34 | { | 
    
    
        | 35 |     ds_list_add(bullet_list, "left", "middle", "right"); | 
    
    
        | 36 |     alarm[0] = bullet_offset * 7;gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0.gmlif (live_call())
    return global.live_result;
var battle_box = 3154;
var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
var bul_spawn = ds_list_find_value(bullet_list, list_pos);
ds_list_delete(bullet_list, list_pos);
switch (bul_spawn)
{
    case "left":
        var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
        with (bullet)
        {
            target_x = battle_box.bbox_left - 50;
            target_y = 200;
            turn_rate = 0.07;
        }
        break;
    case "right":
        var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1);
        bullet.image_xscale = -1;
        with (bullet)
        {
            target_x = battle_box.bbox_right + 50;
            target_y = 200;
            turn_rate = 0.07;
        }
        break;
}
if (ds_list_size(bullet_list) > 0)
{
alarm[0] = bullet_offset; 
}
else if (wave_number > 0)
{
    ds_list_add(bullet_list, "left", "middle", "right");
alarm[0] = bullet_offset * 7; 
    wave_number -= 1;
}
else
{
alarm[1] = 180; 
} | 
    
    
        | 37 |     wave_number -= 1; | 
    
    
        | 38 | } | 
    
    
        | 39 | else | 
    
    
        | 40 | { | 
    
    
        | 41 |     alarm[1] = 180; | 
    
    
        | 42 | } |