1 |
starlo_take_aim_shots_current = 0 |
2 |
starlo_take_aim_shots_max = 13 |
3 |
starlo_take_aim_interval = 15 |
4 |
alarm[0] = 20alarm[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 |
5 |
obj_heart_battle_fighting_red.walk_speed *= 0.3 |
6 |
alarm[1] = 5alarm[1]var soul = 2980
instance_create(obj_heart_battle_fighting_red.x, obj_heart_battle_fighting_red.y, obj_battle_enemy_attack_starlo_take_aim_slow_image)
alarm[1] = 5 |
7 |
starlo_take_aim_overlay_alpha = 0 |
8 |
starlo_take_aim_fade_out = false |
9 |
shader_alpha = shader_get_uniform(sh_grayscale, "color_alpha") |