| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
if (attack_stop == true) |
| 4 |
{ |
| 5 |
with (obj_ceroba_attack_bullet_trail_mask) |
| 6 |
scene = 2; |
| 7 |
exit; |
| 8 |
} |
| 9 |
var xx = 0; |
| 10 |
var yy = 0; |
| 11 |
var spawn_corner = irandom_range(1, 4); |
| 12 |
var spawn_direction = 0; |
| 13 |
var spawn_direction_1, spawn_direction_2; |
| 14 |
switch (spawn_corner) |
| 15 |
{ |
| 16 |
case 1: |
| 17 |
xx = battle_box.bbox_left - 18; |
| 18 |
yy = battle_box.bbox_top - 18; |
| 19 |
spawn_direction_1 = 0; |
| 20 |
spawn_direction_2 = 270; |
| 21 |
break; |
| 22 |
case 2: |
| 23 |
xx = battle_box.bbox_right + 18; |
| 24 |
yy = battle_box.bbox_top - 18; |
| 25 |
spawn_direction_1 = 180; |
| 26 |
spawn_direction_2 = 270; |
| 27 |
break; |
| 28 |
case 3: |
| 29 |
xx = battle_box.bbox_left - 18; |
| 30 |
yy = battle_box.bbox_bottom + 18; |
| 31 |
spawn_direction_1 = 0; |
| 32 |
spawn_direction_2 = 90; |
| 33 |
break; |
| 34 |
case 4: |
| 35 |
xx = battle_box.bbox_right + 18; |
| 36 |
yy = battle_box.bbox_bottom + 18; |
| 37 |
spawn_direction_1 = 180; |
| 38 |
spawn_direction_2 = 90; |
| 39 |
break; |
| 40 |
} |
| 41 |
do |
| 42 |
spawn_direction = choose(spawn_direction_1, spawn_direction_2); |
| 43 |
until (spawn_corner_last != spawn_corner || spawn_direction != spawn_direction_last); |
| 44 |
if (spawn_corner_last != spawn_corner && ((spawn_corner < 3 && spawn_corner_last < 3) || (spawn_corner > 2 && spawn_corner_last > 2))) |
| 45 |
{ |
| 46 |
if (spawn_direction == spawn_direction_1) |
| 47 |
spawn_direction = spawn_direction_2; |
| 48 |
else |
| 49 |
spawn_direction = spawn_direction_1; |
| 50 |
} |
| 51 |
spawn_corner_last = spawn_corner; |
| 52 |
spawn_direction_last = spawn_direction; |
| 53 |
mask = instance_create_depth(xx, yy, -100, obj_ceroba_attack_bullet_trail_mask); |
| 54 |
with (mask) |
| 55 |
direction = spawn_direction; |
| 56 |
alarm[0] = 30;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gmlif (live_call())
return global.live_result;
if (attack_stop == true)
{
with (obj_ceroba_attack_bullet_trail_mask)
scene = 2;
exit;
}
var xx = 0;
var yy = 0;
var spawn_corner = irandom_range(1, 4);
var spawn_direction = 0;
var spawn_direction_1, spawn_direction_2;
switch (spawn_corner)
{
case 1:
xx = battle_box.bbox_left - 18;
yy = battle_box.bbox_top - 18;
spawn_direction_1 = 0;
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] = 30;
if (global.hotland_flag[2] == 2)
alarm[0] = 25;
if (global.hotland_flag[2] == 3)
alarm[0] = 20; |
| 57 |
if (global.hotland_flag[2] == 2) |
| 58 |
alarm[0] = 25;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gmlif (live_call())
return global.live_result;
if (attack_stop == true)
{
with (obj_ceroba_attack_bullet_trail_mask)
scene = 2;
exit;
}
var xx = 0;
var yy = 0;
var spawn_corner = irandom_range(1, 4);
var spawn_direction = 0;
var spawn_direction_1, spawn_direction_2;
switch (spawn_corner)
{
case 1:
xx = battle_box.bbox_left - 18;
yy = battle_box.bbox_top - 18;
spawn_direction_1 = 0;
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] = 30;
if (global.hotland_flag[2] == 2)
alarm[0] = 25;
if (global.hotland_flag[2] == 3)
alarm[0] = 20; |
| 59 |
if (global.hotland_flag[2] == 3) |
| 60 |
alarm[0] = 20;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_spawner_mask_Alarm_0.gmlif (live_call())
return global.live_result;
if (attack_stop == true)
{
with (obj_ceroba_attack_bullet_trail_mask)
scene = 2;
exit;
}
var xx = 0;
var yy = 0;
var spawn_corner = irandom_range(1, 4);
var spawn_direction = 0;
var spawn_direction_1, spawn_direction_2;
switch (spawn_corner)
{
case 1:
xx = battle_box.bbox_left - 18;
yy = battle_box.bbox_top - 18;
spawn_direction_1 = 0;
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] = 30;
if (global.hotland_flag[2] == 2)
alarm[0] = 25;
if (global.hotland_flag[2] == 3)
alarm[0] = 20; |