| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var attack_offset = 30; |
| 4 |
var battle_box = 3154; |
| 5 |
var spawn_dir = random_range(0, 360); |
| 6 |
var bullet_count = 24; |
| 7 |
var bullet_dist = 300; |
| 8 |
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count; |
| 9 |
var i = 0; |
| 10 |
while (i <= 240) |
| 11 |
{ |
| 12 |
var xx = battle_box.x + lengthdir_x(bullet_dist, spawn_dir + i); |
| 13 |
var yy = battle_box.y + lengthdir_y(bullet_dist, spawn_dir + i); |
| 14 |
var bullet = instance_create_depth(xx, yy, -300, obj_battle_enemy_attack_asgore_surround_flame); |
| 15 |
bullet.alarm[0] = i / bullet_count; |
| 16 |
bullet.alarm[1] = 1; |
| 17 |
bullet.direction = point_direction(battle_box.x, battle_box.y, bullet.x, bullet.y); |
| 18 |
bullet.bullet_dist = bullet_dist; |
| 19 |
i += (240 / bullet_count); |
| 20 |
} |
| 21 |
alarm[1] = attack_offset;gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Alarm_1.gmlif (live_call())
return global.live_result;
var attack_offset = 30;
var battle_box = 3154;
var spawn_dir = random_range(0, 360);
var bullet_count = 24;
var bullet_dist = 300;
var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count;
var i = 0;
while (i <= 240)
{
var xx = battle_box.x + lengthdir_x(bullet_dist, spawn_dir + i);
var yy = battle_box.y + lengthdir_y(bullet_dist, spawn_dir + i);
var bullet = instance_create_depth(xx, yy, -300, obj_battle_enemy_attack_asgore_surround_flame);
bullet.alarm[0] = i / bullet_count;
bullet.alarm[1] = 1;
bullet.direction = point_direction(battle_box.x, battle_box.y, bullet.x, bullet.y);
bullet.bullet_dist = bullet_dist;
i += (240 / bullet_count);
}
alarm[1] = attack_offset; |