1 |
if live_call() |
2 |
return global.live_result; |
3 |
var attack_offset = 50 |
4 |
var soul = obj_heart_battle_fighting_parent |
5 |
var spawn_dir = random_range(0, 360) |
6 |
var bullet_count = 12 |
7 |
var bullet_dist = 40 |
8 |
var active_bullet = (irandom_range(0, (bullet_count - 1))) * bullet_count |
9 |
for (var i = 0; i <= 360; i += (360 / bullet_count)) |
10 |
{ |
11 |
var xx = soul.x + (lengthdir_x(bullet_dist, (spawn_dir + i))) |
12 |
var yy = soul.y + (lengthdir_y(bullet_dist, (spawn_dir + i))) |
13 |
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet) |
14 |
bullet.alarm[0] = i / bullet_count |
15 |
bullet.alarm[1] = 40 |
16 |
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y) |
17 |
bullet.bullet_dist = bullet_dist |
18 |
} |
19 |
alarm[1] = attack_offsetalarm[1]if live_call()
return global.live_result;
var attack_offset = 50
var soul = obj_heart_battle_fighting_parent
var spawn_dir = random_range(0, 360)
var bullet_count = 12
var bullet_dist = 40
var active_bullet = (irandom_range(0, (bullet_count - 1))) * bullet_count
for (var i = 0; i <= 360; i += (360 / bullet_count))
{
var xx = soul.x + (lengthdir_x(bullet_dist, (spawn_dir + i)))
var yy = soul.y + (lengthdir_y(bullet_dist, (spawn_dir + i)))
var bullet = instance_create_depth(xx, yy, -300, obj_flowey_1_attack_surround_pellet)
bullet.alarm[0] = i / bullet_count
bullet.alarm[1] = 40
bullet.direction = point_direction(soul.x, soul.y, bullet.x, bullet.y)
bullet.bullet_dist = bullet_dist
}
alarm[1] = attack_offset |