1 |
var soul = obj_heart_battle_fighting_red |
2 |
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) |
3 |
{ |
4 |
var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y) |
5 |
var target = instance_create((soul.x + (lengthdir_x(15, spawn_dir))), (soul.y + (lengthdir_y(15, spawn_dir))), obj_battle_enemy_attack_starlo_take_aim_one_target) |
6 |
target.target_radius_dec = 5 |
7 |
} |
8 |
else if (starlo_take_aim_fade_out == false) |
9 |
starlo_take_aim_fade_out = true |
10 |
starlo_take_aim_shots_current += 1 |
11 |
alarm[0] = starlo_take_aim_intervalalarm[0]var soul = obj_heart_battle_fighting_red
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
{
var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y)
var target = instance_create((soul.x + (lengthdir_x(15, spawn_dir))), (soul.y + (lengthdir_y(15, spawn_dir))), obj_battle_enemy_attack_starlo_take_aim_one_target)
target.target_radius_dec = 5
}
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 |