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gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Create_0

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1
if (live_call())
2
    return global.live_result;
3
bullet_list = ds_list_create();
4
ds_list_add(bullet_list, "left", "right");
5
alarm[0] = 40;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_pillars_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); var bul_spawn = ds_list_find_value(bullet_list, list_pos); ds_list_delete(bullet_list, list_pos); switch (bul_spawn) { case "left": var bullet = instance_create_depth(battle_box.x + 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); with (bullet) { target_x = battle_box.bbox_left - 50; target_y = 200; turn_rate = 0.07; } break; case "right": var bullet = instance_create_depth(battle_box.x - 25, battle_box.bbox_bottom, -110, obj_battle_enemy_attack_bullet_1); bullet.image_xscale = -1; with (bullet) { target_x = battle_box.bbox_right + 50; target_y = 200; turn_rate = 0.07; } break; } if (ds_list_size(bullet_list) > 0) { alarm[0] = bullet_offset; } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right"); alarm[0] = bullet_offset * 7; wave_number -= 1; } else { alarm[1] = 180; }
6
bullet_offset = 25;
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wave_number = 0;
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var battle_box = 3154;
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instance_create_depth(battle_box.bbox_left + 26, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_pillar);
10
instance_create_depth(battle_box.bbox_right - 26, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_pillar);