| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var bell_offset = 45; |
| 5 |
var bell = instance_create_depth(spawn_pos, battle_box.bbox_top - 40, -1100, obj_battle_enemy_attack_ceroba_phase2_bell); |
| 6 |
bell.bullet_hit_points = 2; |
| 7 |
bell.fall_delay = 1; |
| 8 |
spawn_pos_last = spawn_pos; |
| 9 |
do |
| 10 |
spawn_pos = random_range(battle_box.bbox_left + 40, battle_box.bbox_right - 40); |
| 11 |
until (abs(spawn_pos - spawn_pos_last) > 20); |
| 12 |
alarm[0] = bell_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p1_falling_bells_Alarm_0.gmlif (live_call())
return global.live_result;
var battle_box = 3154;
var bell_offset = 45;
var bell = instance_create_depth(spawn_pos, battle_box.bbox_top - 40, -1100, obj_battle_enemy_attack_ceroba_phase2_bell);
bell.bullet_hit_points = 2;
bell.fall_delay = 1;
spawn_pos_last = spawn_pos;
do
spawn_pos = random_range(battle_box.bbox_left + 40, battle_box.bbox_right - 40);
until (abs(spawn_pos - spawn_pos_last) > 20);
alarm[0] = bell_offset; |