1 |
if live_call() |
2 |
return global.live_result; |
3 |
var xx = 0 |
4 |
var yy = 0 |
5 |
var spawn_corner = irandom_range(1, 4) |
6 |
var spawn_direction = 0 |
7 |
switch spawn_corner |
8 |
{ |
9 |
case 1: |
10 |
xx = battle_box.bbox_left - 18 |
11 |
yy = battle_box.bbox_top - 18 |
12 |
var spawn_direction_1 = 0 |
13 |
var spawn_direction_2 = 270 |
14 |
break |
15 |
case 2: |
16 |
xx = battle_box.bbox_right + 18 |
17 |
yy = battle_box.bbox_top - 18 |
18 |
spawn_direction_1 = 180 |
19 |
spawn_direction_2 = 270 |
20 |
break |
21 |
case 3: |
22 |
xx = battle_box.bbox_left - 18 |
23 |
yy = battle_box.bbox_bottom + 18 |
24 |
spawn_direction_1 = 0 |
25 |
spawn_direction_2 = 90 |
26 |
break |
27 |
case 4: |
28 |
xx = battle_box.bbox_right + 18 |
29 |
yy = battle_box.bbox_bottom + 18 |
30 |
spawn_direction_1 = 180 |
31 |
spawn_direction_2 = 90 |
32 |
break |
33 |
} |
34 |
|
35 |
do |
36 |
{ |
37 |
spawn_direction = choose(spawn_direction_1, spawn_direction_2) |
38 |
} until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); |
39 |
if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) |
40 |
{ |
41 |
if (spawn_direction == spawn_direction_1) |
42 |
spawn_direction = spawn_direction_2 |
43 |
else |
44 |
spawn_direction = spawn_direction_1 |
45 |
} |
46 |
spawn_corner_last = spawn_corner |
47 |
spawn_direction_last = spawn_direction |
48 |
mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask) |
49 |
with (mask) |
50 |
direction = spawn_direction |
51 |
alarm[0] = 45alarm[0]if live_call()
return global.live_result;
var xx = 0
var yy = 0
var spawn_corner = irandom_range(1, 4)
var spawn_direction = 0
switch spawn_corner
{
case 1:
xx = battle_box.bbox_left - 18
yy = battle_box.bbox_top - 18
var spawn_direction_1 = 0
var spawn_direction_2 = 270
break
case 2:
xx = battle_box.bbox_right + 18
yy = battle_box.bbox_top - 18
spawn_direction_1 = 180
spawn_direction_2 = 270
break
case 3:
xx = battle_box.bbox_left - 18
yy = battle_box.bbox_bottom + 18
spawn_direction_1 = 0
spawn_direction_2 = 90
break
case 4:
xx = battle_box.bbox_right + 18
yy = battle_box.bbox_bottom + 18
spawn_direction_1 = 180
spawn_direction_2 = 90
break
}
do
{
spawn_direction = choose(spawn_direction_1, spawn_direction_2)
} until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last);
if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2)))
{
if (spawn_direction == spawn_direction_1)
spawn_direction = spawn_direction_2
else
spawn_direction = spawn_direction_1
}
spawn_corner_last = spawn_corner
spawn_direction_last = spawn_direction
mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask)
with (mask)
direction = spawn_direction
alarm[0] = 45 |