1 |
if live_call() |
2 |
return global.live_result; |
3 |
var random_item = obj_battle_enemy_attack_martlet_wing_gust_final_object |
4 |
var spawn_depth = -100 |
5 |
spawn_count++ |
6 |
if (spawn_count > spawn_count_max) |
7 |
{ |
8 |
spawn_count = 0 |
9 |
random_item = obj_battle_enemy_attack_martlet_wind_gust_final_boulder |
10 |
spawn_depth = -101 |
11 |
} |
12 |
var random_number = irandom_range(0, 1) |
13 |
if (obj_heart_battle_fighting_parent.idle_hsp_count > 0) |
14 |
instance_create_depth(obj_heart_battle_fighting_parent.x, (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item) |
15 |
else |
16 |
instance_create_depth((obj_heart_battle_fighting_parent.x + global.speed_self * 4 * obj_heart_battle_fighting_parent.last_hsp), (obj_dialogue_box_battle_transformation_any.bbox_top - 10), spawn_depth, random_item) |