alarm[0]var no_puff;
var xx = battle_box.bbox_left + 4 + 11
var x_offset = 48
var yy = battle_box.bbox_bottom + 40
var puff_count = 3
last_puff = no_puff
for (var i = 0; i < puff_count; i++)
{
if (i != no_puff)
{
var steam = instance_create_depth((xx + x_offset * i), yy, -100, obj_battle_enemy_attack_smoke_puff_axis)
steam.speed_inc = steam.speed_max
}
}
alarm[0] = attack_interval