| 1 |
var xx = battle_box.bbox_left + 4 + 11; |
| 2 |
var x_offset = 48; |
| 3 |
var yy = battle_box.bbox_bottom + 40; |
| 4 |
var puff_count = 3; |
| 5 |
var no_puff; |
| 6 |
do |
| 7 |
no_puff = irandom_range(0, puff_count - 1); |
| 8 |
until (no_puff != last_puff); |
| 9 |
last_puff = no_puff; |
| 10 |
for (var i = 0; i < puff_count; i++) |
| 11 |
{ |
| 12 |
if (i != no_puff) |
| 13 |
{ |
| 14 |
var steam = instance_create_depth(xx + (x_offset * i), yy, -100, obj_battle_enemy_attack_smoke_puff_axis); |
| 15 |
steam.speed_inc = steam.speed_max; |
| 16 |
} |
| 17 |
} |
| 18 |
alarm[0] = attack_interval;gml_Object_obj_battle_enemy_attack_steam_walls_spin_Alarm_0.gmlvar xx = battle_box.bbox_left + 4 + 11;
var x_offset = 48;
var yy = battle_box.bbox_bottom + 40;
var puff_count = 3;
var no_puff;
do
no_puff = irandom_range(0, puff_count - 1);
until (no_puff != last_puff);
last_puff = no_puff;
for (var i = 0; i < puff_count; i++)
{
if (i != no_puff)
{
var steam = instance_create_depth(xx + (x_offset * i), yy, -100, obj_battle_enemy_attack_smoke_puff_axis);
steam.speed_inc = steam.speed_max;
}
}
alarm[0] = attack_interval; |