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1
|
if (live_call())
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|
2
|
return global.live_result;
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|
3
|
var battle_box = 3155;
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|
4
|
var bell_offset = 45;
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|
5
|
var bell = instance_create_depth(spawn_pos, battle_box.bbox_top - 40, -1100, obj_battle_enemy_attack_ceroba_phase2_bell);
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6
|
bell.bullet_hit_points = 2;
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|
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.gml
if (live_call())
return global.live_result;
var battle_box = 3155;
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;
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