1 |
if live_call() |
2 |
return global.live_result; |
3 |
var battle_box = obj_dialogue_box_battle_transformation_any |
4 |
switch scene |
5 |
{ |
6 |
case 1: |
7 |
draw_alpha += 0.15 |
8 |
if (draw_alpha >= 1) |
9 |
scene++ |
10 |
break |
11 |
case 2: |
12 |
cutscene_wait(0.5) |
13 |
break |
14 |
case 3: |
15 |
var bullet_number = 9 |
16 |
var y_offset = 0 |
17 |
var y_offset_inc = 10 |
18 |
var spawn_width = 100 |
19 |
var bullet_inc = spawn_width / bullet_number |
20 |
var bullet_count = 1 |
21 |
var dir_offset = 40 |
22 |
var dir_start = 90 + dir_offset * 0.5 |
23 |
var dir_inc = dir_offset / bullet_number |
24 |
var istart = battle_box.x - spawn_width * 0.5 |
25 |
for (var i = istart; i < (istart + spawn_width); i += bullet_inc) |
26 |
{ |
27 |
var bullet = instance_create_depth(i, (200 + y_offset), -100, obj_battle_enemy_attack_bullet_residue) |
28 |
y_offset += (y_offset_inc * (sign(bullet_count - bullet_number * 0.5))) |
29 |
bullet.speed = 4 |
30 |
bullet.direction = dir_start - bullet_count * dir_inc |
31 |
bullet_count += 1 |
32 |
bullet.alarm[0] = 140 |
33 |
bullet.gravity = 0.15 |
34 |
} |
35 |
scene++ |
36 |
break |
37 |
case 4: |
38 |
draw_alpha -= 0.25 |
39 |
if (draw_alpha <= 0) |
40 |
instance_destroy() |
41 |
break |
42 |
} |