alarm[0]if live_call()
return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
return;
var shot_offset = 6
var wave_offset = 15
var bullet_number = 5
var bullet_speed = 6
var spawn_dir = bullet_spawn_direction
if (current_bell == noone)
{
bullet_spawn_direction = irandom_range(0, 360)
do
{
current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1))
} until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
last_bell = current_bell
}
if instance_exists(current_bell)
{
with (current_bell)
{
for (var i = spawn_dir; i < (360 + spawn_dir); i += (360 / bullet_number))
{
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
fireball.direction = i
fireball.speed = bullet_speed
}
image_xscale = 1.5
image_yscale = 1.5
}
}
else
{
alarm[0] = wave_offset
current_bell = noone
shot_count = shot_count_max
return;
}
if (shot_count > 1)
{
alarm[0] = shot_offset
shot_count -= 1
bullet_spawn_direction += bullet_spawn_direction_inc
}
else
{
alarm[0] = wave_offset
current_bell = -4
shot_count = shot_count_max
}