alarm[0]if live_call()
return global.live_result;
if (attack_stop == true)
{
with (obj_ceroba_attack_bullet_trail_mask)
scene = 2
return;
}
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] = 30
if (global.hotland_flag[2] == 2)
alarm[0] = 25
if (global.hotland_flag[2] == 3)
alarm[0] = 20