| 1 | if (live_call()) | 
    
    
        | 2 |     return global.live_result; | 
    
    
        | 3 | var battle_box = 3154; | 
    
    
        | 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 = 3120; | 
    
    
        | 19 |         break; | 
    
    
        | 20 |     case 2: | 
    
    
        | 21 |         obstacle2 = 3120; | 
    
    
        | 22 |         break; | 
    
    
        | 23 |     case 3: | 
    
    
        | 24 |         obstacle3 = 3120; | 
    
    
        | 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.gmlif (live_call())
    return global.live_result;
var battle_box = 3154;
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 = 3120;
        break;
    case 2:
        obstacle2 = 3120;
        break;
    case 3:
        obstacle3 = 3120;
        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; |