1 |
if live_call() |
2 |
return global.live_result; |
3 |
for (var i = 0; i < bullet_number_max; i++) |
4 |
{ |
5 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
6 |
{ |
7 |
var bullet = instance_create_depth(battle_box.x, (battle_box.y - bullet_distance), -1100, obj_ceroba_phase_2_p1_circling_lantern) |
8 |
bullet.bullet_speed = bullet_speed |
9 |
bullet.attack_dir = attack_dir |
10 |
bullet.bullet_spawner = id |
11 |
bullet.attack_distance = bullet_distance |
12 |
bullet_number_current += 1 |
13 |
} |
14 |
} |
15 |
timer += 1 |
16 |
if instance_exists(obj_ceroba_phase_2_shield) |
17 |
{ |
18 |
var shield_perc = obj_ceroba_phase_2_shield.fill_percentage |
19 |
if (shield_perc >= 1) |
20 |
{ |
21 |
instance_destroy() |
22 |
return; |
23 |
} |
24 |
} |