1 |
var soul = obj_heart_battle_fighting_red |
2 |
var box = obj_dialogue_box_battle_transformation_any |
3 |
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) |
4 |
{ |
5 |
if ((starlo_take_aim_shots_current % 2) == 0) |
6 |
instance_create(choose((box.bbox_right + 60), (box.bbox_left - 60)), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun) |
7 |
else |
8 |
instance_create(soul.x, choose((box.bbox_top - 60), (box.bbox_bottom + 60)), obj_battle_enemy_attack_starlo_guns_vertical_gun) |
9 |
} |
10 |
else if (starlo_take_aim_fade_out == false) |
11 |
starlo_take_aim_fade_out = true |
12 |
starlo_take_aim_shots_current += 1 |
13 |
alarm[0] = starlo_take_aim_intervalalarm[0]var soul = obj_heart_battle_fighting_red
var box = obj_dialogue_box_battle_transformation_any
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
{
if ((starlo_take_aim_shots_current % 2) == 0)
instance_create(choose((box.bbox_right + 60), (box.bbox_left - 60)), soul.y, obj_battle_enemy_attack_starlo_guns_horizontal_gun)
else
instance_create(soul.x, choose((box.bbox_top - 60), (box.bbox_bottom + 60)), obj_battle_enemy_attack_starlo_guns_vertical_gun)
}
else if (starlo_take_aim_fade_out == false)
starlo_take_aim_fade_out = true
starlo_take_aim_shots_current += 1
alarm[0] = starlo_take_aim_interval |