1 |
counter_current = 0; |
2 |
counter_delay = room_speed * 1; |
3 |
counter_delay_current = 0; |
4 |
counter_timer = -1; |
5 |
attack_number = 3; |
6 |
bullet_spawn_number = 3; |
7 |
bullet_spawn_distance = 100; |
8 |
if (global.battle_phase == 2) |
9 |
bullet_spawn_number = 4; |
10 |
bullet_spawn_direction = irandom_range(0, 359); |
11 |
part_diamond_sys = part_system_create(); |
12 |
part_diamond_em = part_emitter_create(part_diamond_sys); |
13 |
part_system_depth(part_diamond_sys, -49); |
14 |
part_diamond_trail = part_type_create(); |
15 |
part_type_sprite(part_diamond_trail, 2318, 0, false, false); |
16 |
part_type_size(part_diamond_trail, 1, 1, -0.15, 0); |
17 |
part_type_colour2(part_diamond_trail, 16777215, 16777215); |
18 |
part_type_alpha2(part_diamond_trail, 1, 0); |
19 |
part_type_orientation(part_diamond_trail, 0, 359, choose(-4, 4), 0.1, 1); |
20 |
part_type_life(part_diamond_trail, 200, 200); |
21 |
part_type_blend(part_diamond_trail, 1); |