| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
battle_box = 3154; |
| 4 |
bomb_side = choose(1, 2, 3, 4); |
| 5 |
ball_delay_list = ds_list_create(); |
| 6 |
ds_list_add(ball_delay_list, 25, 50, 75, 100, 125, 150); |
| 7 |
ds_list_shuffle(ball_delay_list); |
| 8 |
var delay_current = 45; |
| 9 |
var spawn_dir = 0; |
| 10 |
var spawn_dist = 90; |
| 11 |
for (var i = 0; i < 6; i++) |
| 12 |
{ |
| 13 |
spawn_dir = i * 60; |
| 14 |
var ball = instance_create_depth(battle_box.x + lengthdir_x(spawn_dist, spawn_dir), battle_box.y + lengthdir_y(spawn_dist, spawn_dir), -100, obj_battle_enemy_attack_axis_energy_ball_magnetic); |
| 15 |
ball.alarm[0] = ds_list_find_value(ball_delay_list, 0); |
| 16 |
ball.alarm[1] = ball.alarm[0] / 3; |
| 17 |
ds_list_delete(ball_delay_list, 0); |
| 18 |
} |
| 19 |
obj_heart_battle_fighting_parent.movement_mode = 2; |