3 |
alarm[0] = 15alarm[0]if live_call()
return global.live_result;
var variation = choose(1, 2, 3)
switch variation
{
case 1:
instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
break
case 2:
instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(320, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
break
case 3:
instance_create_depth(180, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(240, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(320, -140, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(400, -80, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
instance_create_depth(460, 0, (obj_flowey_battle_final.depth + 1), obj_flowey_battle_phase_2_lowpoly_vspike)
break
}
variation = irandom_range(-40, 40)
alarm[0] = attack_delay + variation |