|
1
|
if (live_call())
|
|
2
|
return global.live_result;
|
|
3
|
var battle_box = 3155;
|
|
4
|
var side = choose(1, 2, 3);
|
|
5
|
var xx = battle_box.bbox_left + 16;
|
|
6
|
var xx2 = battle_box.bbox_right - 16;
|
|
7
|
var xx3 = battle_box.x;
|
|
8
|
var yy = battle_box.bbox_top - 16;
|
|
9
|
var obstacle1 = 248;
|
|
10
|
var obstacle2 = 248;
|
|
11
|
var obstacle3 = 248;
|
|
12
|
var obstacle_speed = 5;
|
|
13
|
if (global.hotland_flag[2] == 3)
|
|
14
|
obstacle_speed = 6;
|
|
15
|
switch (side)
|
|
16
|
{
|
|
17
|
case 1:
|
|
18
|
obstacle1 = 3121;
|
|
19
|
break;
|
|
20
|
case 2:
|
|
21
|
obstacle2 = 3121;
|
|
22
|
break;
|
|
23
|
case 3:
|
|
24
|
obstacle3 = 3121;
|
|
25
|
break;
|
|
26
|
}
|
|
27
|
instance_create_depth(xx, yy, -50, obstacle1);
|
|
28
|
instance_create_depth(xx2, yy, -50, obstacle2);
|
|
29
|
instance_create_depth(xx3, yy, -50, obstacle3);
|
|
30
|
with (obstacle1)
|
|
31
|
{
|
|
32
|
direction = 270;
|
|
33
|
speed = obstacle_speed;
|
|
34
|
}
|
|
35
|
with (obstacle2)
|
|
36
|
{
|
|
37
|
direction = 270;
|
|
38
|
speed = obstacle_speed;
|
|
39
|
}
|
|
40
|
with (obstacle3)
|
|
41
|
{
|
|
42
|
direction = 270;
|
|
43
|
speed = obstacle_speed;
|
|
44
|
}
|
|
45
|
alarm[0] = obstacle_offset; gml_Object_obj_battle_enemy_attack_ceroba_phase_2_p2_obstacle_spawner_Alarm_0.gml
if (live_call())
return global.live_result;
var battle_box = 3155;
var side = choose(1, 2, 3);
var xx = battle_box.bbox_left + 16;
var xx2 = battle_box.bbox_right - 16;
var xx3 = battle_box.x;
var yy = battle_box.bbox_top - 16;
var obstacle1 = 248;
var obstacle2 = 248;
var obstacle3 = 248;
var obstacle_speed = 5;
if (global.hotland_flag[2] == 3)
obstacle_speed = 6;
switch (side)
{
case 1:
obstacle1 = 3121;
break;
case 2:
obstacle2 = 3121;
break;
case 3:
obstacle3 = 3121;
break;
}
instance_create_depth(xx, yy, -50, obstacle1);
instance_create_depth(xx2, yy, -50, obstacle2);
instance_create_depth(xx3, yy, -50, obstacle3);
with (obstacle1)
{
direction = 270;
speed = obstacle_speed;
}
with (obstacle2)
{
direction = 270;
speed = obstacle_speed;
}
with (obstacle3)
{
direction = 270;
speed = obstacle_speed;
}
alarm[0] = obstacle_offset;
|