1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
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 = obj_ceroba_attack_fireball_obstacle |
10 |
var obstacle2 = obj_ceroba_attack_fireball_obstacle |
11 |
var obstacle3 = obj_ceroba_attack_fireball_obstacle |
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 = obj_ceroba_attack_bell_obstacle |
19 |
break |
20 |
case 2: |
21 |
obstacle2 = obj_ceroba_attack_bell_obstacle |
22 |
break |
23 |
case 3: |
24 |
obstacle3 = obj_ceroba_attack_bell_obstacle |
25 |
break |
26 |
} |
27 |
|
28 |
instance_create_depth(xx, yy, -50, obstacle1) |
29 |
instance_create_depth(xx2, yy, -50, obstacle2) |
30 |
instance_create_depth(xx3, yy, -50, obstacle3) |
31 |
with (obstacle1) |
32 |
{ |
33 |
direction = 270 |
34 |
speed = obstacle_speed |
35 |
} |
36 |
with (obstacle2) |
37 |
{ |
38 |
direction = 270 |
39 |
speed = obstacle_speed |
40 |
} |
41 |
with (obstacle3) |
42 |
{ |
43 |
direction = 270 |
44 |
speed = obstacle_speed |
45 |
} |
46 |
alarm[0] = obstacle_offsetalarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
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 = obj_ceroba_attack_fireball_obstacle
var obstacle2 = obj_ceroba_attack_fireball_obstacle
var obstacle3 = obj_ceroba_attack_fireball_obstacle
var obstacle_speed = 5
if (global.hotland_flag[2] == 3)
obstacle_speed = 6
switch side
{
case 1:
obstacle1 = obj_ceroba_attack_bell_obstacle
break
case 2:
obstacle2 = obj_ceroba_attack_bell_obstacle
break
case 3:
obstacle3 = obj_ceroba_attack_bell_obstacle
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 |