3 |
alarm[0] = 10alarm[0]if live_call()
return global.live_result;
var battle_box = obj_dialogue_box_battle_transformation_any
var type = choose(1, 2, 3)
switch type
{
case 1:
instance_create_depth((battle_box.bbox_left + 60), -50, -100, obj_battle_enemy_attack_asgore_sinusoid)
instance_create_depth((battle_box.bbox_right - 60), -120, -100, obj_battle_enemy_attack_asgore_sinusoid)
break
case 2:
instance_create_depth((battle_box.bbox_left + 40), (battle_box.bbox_top - 60), -100, obj_battle_enemy_attack_asgore_sinusoid)
instance_create_depth(battle_box.x, (battle_box.bbox_top - 100), -100, obj_battle_enemy_attack_asgore_sinusoid)
instance_create_depth((battle_box.bbox_right - 40), (battle_box.bbox_top - 140), -100, obj_battle_enemy_attack_asgore_sinusoid)
break
case 3:
instance_create_depth((battle_box.bbox_right - 40), (battle_box.bbox_top - 60), -100, obj_battle_enemy_attack_asgore_sinusoid)
instance_create_depth(battle_box.x, (battle_box.bbox_top - 100), -100, obj_battle_enemy_attack_asgore_sinusoid)
instance_create_depth((battle_box.bbox_left + 40), (battle_box.bbox_top - 140), -100, obj_battle_enemy_attack_asgore_sinusoid)
break
}
attack_count--
if (attack_count > 0)
alarm[0] = 80
else
{
obj_battle_enemy_attack_asgore_checker.alarm[0] = 60
instance_destroy()
} |