| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var ball_offset = 30; |
| 5 |
switch (attack_tick) |
| 6 |
{ |
| 7 |
case 30: |
| 8 |
var ball = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse); |
| 9 |
ball.image_index = 0; |
| 10 |
break; |
| 11 |
case 70: |
| 12 |
var ball = instance_create_depth(battle_box.bbox_right + 20, battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse); |
| 13 |
ball.image_index = ball.image_number * 0.25; |
| 14 |
break; |
| 15 |
case 110: |
| 16 |
var ball = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse); |
| 17 |
ball.image_index = ball.image_number * 0.5; |
| 18 |
break; |
| 19 |
case 150: |
| 20 |
var ball = instance_create_depth(battle_box.bbox_left - 20, battle_box.y, -100, obj_battle_enemy_attack_axis_geno_energy_ball_pulse); |
| 21 |
ball.image_index = ball.image_number * 0.75; |
| 22 |
break; |
| 23 |
case 220: |
| 24 |
instance_destroy(); |
| 25 |
break; |
| 26 |
} |
| 27 |
attack_tick += 1; |