| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var side = choose(1, 2, 3); |
| 5 |
var xx = battle_box.bbox_left + 16; |
| 6 |
var xx2 = battle_box.bbox_right - 16; |
| 7 |
var xx3 = battle_box.x; |
| 8 |
var yy = battle_box.bbox_top - 16; |
| 9 |
var obstacle1 = 248; |
| 10 |
var obstacle2 = 248; |
| 11 |
var obstacle3 = 248; |
| 12 |
var obstacle_speed = 5; |
| 13 |
if (global.hotland_flag[2] == 3) |
| 14 |
obstacle_speed = 6; |
| 15 |
switch (side) |
| 16 |
{ |
| 17 |
case 1: |
| 18 |
obstacle1 = 3120; |
| 19 |
break; |
| 20 |
case 2: |
| 21 |
obstacle2 = 3120; |
| 22 |
break; |
| 23 |
case 3: |
| 24 |
obstacle3 = 3120; |
| 25 |
break; |
| 26 |
} |
| 27 |
instance_create_depth(xx, yy, -50, obstacle1); |
| 28 |
instance_create_depth(xx2, yy, -50, obstacle2); |
| 29 |
instance_create_depth(xx3, yy, -50, obstacle3); |
| 30 |
with (obstacle1) |
| 31 |
{ |
| 32 |
direction = 270; |
| 33 |
speed = obstacle_speed; |
| 34 |
} |
| 35 |
with (obstacle2) |
| 36 |
{ |
| 37 |
direction = 270; |
| 38 |
speed = obstacle_speed; |
| 39 |
} |
| 40 |
with (obstacle3) |
| 41 |
{ |
| 42 |
direction = 270; |
| 43 |
speed = obstacle_speed; |
| 44 |
} |
| 45 |
alarm[0] = obstacle_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_obstacle_spawner_Alarm_0.gmlif (live_call())
return global.live_result;
var battle_box = 3154;
var side = choose(1, 2, 3);
var xx = battle_box.bbox_left + 16;
var xx2 = battle_box.bbox_right - 16;
var xx3 = battle_box.x;
var yy = battle_box.bbox_top - 16;
var obstacle1 = 248;
var obstacle2 = 248;
var obstacle3 = 248;
var obstacle_speed = 5;
if (global.hotland_flag[2] == 3)
obstacle_speed = 6;
switch (side)
{
case 1:
obstacle1 = 3120;
break;
case 2:
obstacle2 = 3120;
break;
case 3:
obstacle3 = 3120;
break;
}
instance_create_depth(xx, yy, -50, obstacle1);
instance_create_depth(xx2, yy, -50, obstacle2);
instance_create_depth(xx3, yy, -50, obstacle3);
with (obstacle1)
{
direction = 270;
speed = obstacle_speed;
}
with (obstacle2)
{
direction = 270;
speed = obstacle_speed;
}
with (obstacle3)
{
direction = 270;
speed = obstacle_speed;
}
alarm[0] = obstacle_offset; |