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; |