| 1 | 
        if (live_call())  | 
    
    
    
        | 2 | 
            return global.live_result;  | 
    
    
    
        | 3 | 
        if (!instance_exists(obj_ceroba_phase_2_shield))  | 
    
    
    
        | 4 | 
            exit;  | 
    
    
    
        | 5 | 
        var shot_offset = 6;  | 
    
    
    
        | 6 | 
        var wave_offset = 15;  | 
    
    
    
        | 7 | 
        var bullet_number = 5;  | 
    
    
    
        | 8 | 
        var bullet_speed = 6;  | 
    
    
    
        | 9 | 
        var spawn_dir = bullet_spawn_direction;  | 
    
    
    
        | 10 | 
        if (current_bell == -4)  | 
    
    
    
        | 11 | 
        { | 
    
    
    
        | 12 | 
            bullet_spawn_direction = irandom_range(0, 360);  | 
    
    
    
        | 13 | 
            do  | 
    
    
    
        | 14 | 
                current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));  | 
    
    
    
        | 15 | 
            until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);  | 
    
    
    
        | 16 | 
            last_bell = current_bell;  | 
    
    
    
        | 17 | 
        }  | 
    
    
    
        | 18 | 
        if (instance_exists(current_bell))  | 
    
    
    
        | 19 | 
        { | 
    
    
    
        | 20 | 
            with (current_bell)  | 
    
    
    
        | 21 | 
            { | 
    
    
    
        | 22 | 
                var i = spawn_dir;  | 
    
    
    
        | 23 | 
                while (i < (360 + spawn_dir))  | 
    
    
    
        | 24 | 
                { | 
    
    
    
        | 25 | 
                    var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);  | 
    
    
    
        | 26 | 
                    fireball.direction = i;  | 
    
    
    
        | 27 | 
                    fireball.speed = bullet_speed;  | 
    
    
    
        | 28 | 
                    i += (360 / bullet_number);  | 
    
    
    
        | 29 | 
                }  | 
    
    
    
        | 30 | 
                image_xscale = 1.5;  | 
    
    
    
        | 31 | 
                image_yscale = 1.5;  | 
    
    
    
        | 32 | 
            }  | 
    
    
    
        | 33 | 
        }  | 
    
    
    
        | 34 | 
        else  | 
    
    
    
        | 35 | 
        { | 
    
    
    
        | 36 | 
            alarm[0] = wave_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
    return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
    exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
    bullet_spawn_direction = irandom_range(0, 360);
    do
        current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
    until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
    last_bell = current_bell;
}
if (instance_exists(current_bell))
{
    with (current_bell)
    {
        var i = spawn_dir;
        while (i < (360 + spawn_dir))
        {
            var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
            fireball.direction = i;
            fireball.speed = bullet_speed;
            i += (360 / bullet_number);
        }
        image_xscale = 1.5;
        image_yscale = 1.5;
    }
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
    exit;
}
if (shot_count > 1)
{
     alarm[0] = shot_offset;
    shot_count -= 1;
    bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
}    | 
    
    
    
        | 37 | 
            current_bell = -4;  | 
    
    
    
        | 38 | 
            shot_count = shot_count_max;  | 
    
    
    
        | 39 | 
            exit;  | 
    
    
    
        | 40 | 
        }  | 
    
    
    
        | 41 | 
        if (shot_count > 1)  | 
    
    
    
        | 42 | 
        { | 
    
    
    
        | 43 | 
            alarm[0] = shot_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
    return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
    exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
    bullet_spawn_direction = irandom_range(0, 360);
    do
        current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
    until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
    last_bell = current_bell;
}
if (instance_exists(current_bell))
{
    with (current_bell)
    {
        var i = spawn_dir;
        while (i < (360 + spawn_dir))
        {
            var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
            fireball.direction = i;
            fireball.speed = bullet_speed;
            i += (360 / bullet_number);
        }
        image_xscale = 1.5;
        image_yscale = 1.5;
    }
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
    exit;
}
if (shot_count > 1)
{
     alarm[0] = shot_offset;
    shot_count -= 1;
    bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
}    | 
    
    
    
        | 44 | 
            shot_count -= 1;  | 
    
    
    
        | 45 | 
            bullet_spawn_direction += bullet_spawn_direction_inc;  | 
    
    
    
        | 46 | 
        }  | 
    
    
    
        | 47 | 
        else  | 
    
    
    
        | 48 | 
        { | 
    
    
    
        | 49 | 
            alarm[0] = wave_offset;gml_Object_obj_battle_enemy_attack_ceroba_phase_2_shield_bells_attack_Alarm_0.gmlif (live_call())
    return global.live_result;
if (!instance_exists(obj_ceroba_phase_2_shield))
    exit;
var shot_offset = 6;
var wave_offset = 15;
var bullet_number = 5;
var bullet_speed = 6;
var spawn_dir = bullet_spawn_direction;
if (current_bell == -4)
{
    bullet_spawn_direction = irandom_range(0, 360);
    do
        current_bell = instance_find(obj_ceroba_phase_2_bell, irandom(instance_number(obj_ceroba_phase_2_bell) - 1));
    until (current_bell != last_bell || instance_number(obj_ceroba_phase_2_bell) <= 1);
    last_bell = current_bell;
}
if (instance_exists(current_bell))
{
    with (current_bell)
    {
        var i = spawn_dir;
        while (i < (360 + spawn_dir))
        {
            var fireball = instance_create_depth(x, y, depth + 1, obj_ceroba_attack_fireball);
            fireball.direction = i;
            fireball.speed = bullet_speed;
            i += (360 / bullet_number);
        }
        image_xscale = 1.5;
        image_yscale = 1.5;
    }
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
    exit;
}
if (shot_count > 1)
{
     alarm[0] = shot_offset;
    shot_count -= 1;
    bullet_spawn_direction += bullet_spawn_direction_inc;
}
else
{
     alarm[0] = wave_offset;
    current_bell = -4;
    shot_count = shot_count_max;
}    | 
    
    
    
        | 50 | 
            current_bell = -4;  | 
    
    
    
        | 51 | 
            shot_count = shot_count_max;  | 
    
    
    
        | 52 | 
        }  |