| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
switch (scene) |
| 5 |
{ |
| 6 |
case 1: |
| 7 |
draw_alpha += 0.15; |
| 8 |
if (draw_alpha >= 1) |
| 9 |
scene++; |
| 10 |
break; |
| 11 |
case 2: |
| 12 |
cutscene_wait(0.5); |
| 13 |
break; |
| 14 |
case 3: |
| 15 |
var bullet_number = 9; |
| 16 |
var y_offset = 0; |
| 17 |
var y_offset_inc = 10; |
| 18 |
var spawn_width = 100; |
| 19 |
var bullet_inc = spawn_width / bullet_number; |
| 20 |
var bullet_count = 1; |
| 21 |
var dir_offset = 40; |
| 22 |
var dir_start = 90 + (dir_offset * 0.5); |
| 23 |
var dir_inc = dir_offset / bullet_number; |
| 24 |
var istart = battle_box.x - (spawn_width * 0.5); |
| 25 |
for (var i = istart; i < (istart + spawn_width); i += bullet_inc) |
| 26 |
{ |
| 27 |
var bullet = instance_create_depth(i, 200 + y_offset, -100, obj_battle_enemy_attack_bullet_residue); |
| 28 |
y_offset += (y_offset_inc * sign(bullet_count - (bullet_number * 0.5))); |
| 29 |
bullet.speed = 4; |
| 30 |
bullet.direction = dir_start - (bullet_count * dir_inc); |
| 31 |
bullet_count += 1; |
| 32 |
bullet.alarm[0] = 140; |
| 33 |
bullet.gravity = 0.15; |
| 34 |
} |
| 35 |
scene++; |
| 36 |
break; |
| 37 |
case 4: |
| 38 |
draw_alpha -= 0.25; |
| 39 |
if (draw_alpha <= 0) |
| 40 |
instance_destroy(); |
| 41 |
break; |
| 42 |
} |