alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var battle_box_width = battle_box.sprite_width
var bullet_width = 8
var bullet_inc = battle_box_width / bullet_width
var excl = irandom_range(1, (battle_box_width / bullet_inc - 1))
dir_last = dir
var j = 0
var vsp = 0
var hsp = 0
for (var i = 16; i < (battle_box_width - 12); i += bullet_inc)
{
j += 1
if (j != excl)
{
switch dir
{
case "top":
var xx = battle_box.bbox_left + i
var yy = battle_box.bbox_top - 20
vsp = 3
break
case "bottom":
xx = battle_box.bbox_left + i
yy = battle_box.bbox_bottom + 20
vsp = -3
break
case "left":
xx = battle_box.bbox_left - 20
yy = battle_box.bbox_top + i
hsp = 3
break
case "right":
xx = battle_box.bbox_right + 20
yy = battle_box.bbox_top + i
hsp = -3
break
}
show_debug_message(dir)
var bullet = instance_create_depth(xx, yy, -100, obj_battle_enemy_attack_ceroba_flower_bullet_pacifist)
bullet.vspeed = vsp
bullet.hspeed = hsp
}
}
alarm[0] = 35