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; |